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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Stalker \n'b' Large beast , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 121 (22d10) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +10 Senses passive Perception 17 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Natural Camouflage . The forest stalker\xe2\x80\x99s coat can transform to resemble whatever surface it is resting on. While it does not move, it is indistinguishable from its environment and can\xe2\x80\x99t be detected unless a creature actually blunders into it. \n'b' Stealthy . A forest stalker has advantage on all Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The forest stalker makes two Claw attacks and one Bite attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' The forest stalker is a tiger-sized feline that dwells in temperate woods. Fierce and merciless, the forest stalker is made deadlier by its coat, which has the chameleon-like ability to transform to resemble any surface. Most often, the forest stalker hides in trees, its coat making it indistinguishable from the surrounding boughs and tree trunks. Prey that walks beneath the stalker\xe2\x80\x99s hiding place are attacked with sudden fury and absolute surprise. \n'b' Normally solitary, forest stalkers can be encountered in pairs during the spring mating season. If captured young enough, forest stalkers can be tamed and kept as guard beasts or even (for certain slightly mad druids and rangers) as pets and animal companions. Those who seek to capture a forest stalker kitten should be aware that these creatures defend their young with extreme ferocity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forester\xe2\x80\x99s Bane \n'b' Large plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16) Speed 0 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 1 (-5) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities blinded , charmed , deafened, frightened , paralyzed , poisoned , prone , stunned, unconscious Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Actions \n'b' Multiattack . The forester\xe2\x80\x99s bane makes up to four Leaf attacks and six Stalk attacks. \n'b' Leaf . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : If the target is Medium or smaller, it is grappled (escape DC 14). If the target was already grappled by a different Leaf, the escape DC increases by 2. Until this grapple ends, the target is restrained , and the forester\xe2\x80\x99s bane has one fewer Leaf attack. \n'b' Stalk . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' About \n'b' The forester\xe2\x80\x99s bane is a huge, immobile, and carnivorous shrub. Closer inspection reveals large, tough leaves radiating from its central stalk. These dark green leaves hide six purple serrated stalks inside its body. At the center of this low-growing shrub is a 3-foot diameter yellowish orb from which sprout many small green branches. Each branch has small, sweet smelling (and tasting) berries of various colors growing from it. \n'b' When a living creature moves near a forester\xe2\x80\x99s bane\xe2\x80\x99s leaves, it attempts to grab the creature. Trapped creatures are subjected to attacks by several serrated stalks that slash and cut until the opponent escapes. The forester\xe2\x80\x99s bane releases a trapped victim when either it or the victim is dead, or the leaf holding the victim is destroyed. The snapper saw can also attack with its stalks without first grappling an opponent.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forge Wight \n'b' Tiny elemental (titanspawn), neutral evil\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 22 (5d8) Speed 0 ft. (40 ft.; forge bound) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Primordial (Ignan), Titan Speech Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Fire Form . The forge wight can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the forge wight or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b' Forge Bound . The forge wight is bound to its forge and cannot leave that location. If the forge is very large, then the wight can move its normal speed of 40 feet within the confines of the forge, but it cannot leave the forge itself. \n'b' Illumination . The forge wight sheds bright light in a 10-foot radius and dim light out in an additional 10 feet. \n'b' Water Susceptibility . For every gallon of water splashed on the forge wight, it takes 1d4 cold damage. \n'b'\n'b' Actions \n'b'\n'b' Touch . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. \n'b' Heat Metal . The forge wight chooses a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that it can see within 60 feet. The object glows red-hot. Any creature in physical contact with the object takes 9 (2d8) fire damage. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 12 Constitution saving throw or drop the object if it can. If it doesn\xe2\x80\x99t drop the object, the creature has disadvantage on attack rolls and ability checks until the start of the forge wight\xe2\x80\x99s next turn. \n'b'\n'b' Tactics \n'b' The forge wight strikes out by using heat metal liberally on the gear of any who approach without making the proper obeisance. It can never leave its forge, but if a target gets close enough, the wight attacks. \n'b' Description \n'b' Forge wights (a misnomer, for they are not undead spirits) are elemental creatures trapped in cold forges abandoned by the ages, eager to lash out at any unwary soul that passes too close. They appear as an eerily flickering tongue of pale, ghostly flame dancing in the otherwise cold forge. \n'b' The forge wight uses heat to torment and kill its victims. It vents its anger on any mortal that stays within range, but can be placated momentarily if hot coals or the like are tossed into the forge. As soon as the coals die out, however, the spirit resumes its attacks, likely angrier than before.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forgeblight \n'b' Large elemental , chaotic evil \n'b' Armor Class 14 Hit Points 119 (14d10 + 42) Speed 50 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blight . Any creature that touches the forgeblight or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Constitution saving throw or become poisoned until the end of that creature\xe2\x80\x99s next turn. \n'b' Cinder Form . The forgeblight can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the forgeblight or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. Also, the forgeblight can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 4 (1d8) fire damage and is subjected to Blight. \n'b' Illumination . The forgeblight sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Siege Monster . The forgeblight deals double damage to objects and structures. \n'b' Water Susceptibility . For every 5 feet the forgeblight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b' Weapon Blight . Any nonmagical weapon that strikes the forgeblight partially burns away. After dealing damage, the weapon takes a permanent and cumulative \xe2\x80\x931 penalty to damage rolls . If the penalty reaches \xe2\x80\x935, the weapon is destroyed. Nonmagical ammunition that hits the forgeblight deals damage and is then destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The forgeblight makes two attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage, 4 (1d8) fire damage, and Blight. A creature wearing nonmagical armor or a shield must succeed on a DC 14 Dexterity saving throw, or the armor or shield (target\xe2\x80\x99s choice) partially burns away. The creature takes another 4 (1d8) fire damage, armor takes a permanent and cumulative ?1 penalty to the AC it offers, or the shield takes a similar penalty to its bonus to AC. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. \n'b' Cinder Burst . The forgeblight hurls a ball of cinders at a point it can see within 60 feet of it. Each creature within a 10-foot-radius sphere centered on that point must make a DC 14 Constitution saving throw. The sphere goes around corners. On a failed save, a creature takes 7 (2d6) fire damage, takes 7 (2d6) poison damage, and becomes poisoned until the end of its next turn. While poisoned in this way, a creature can\xe2\x80\x99t benefit from being invisible . \n'b'\n'b' ABOUT \n'b' Affront to Nature . Whether through a brush with powerful malevolence or unwise experiments, elementals can be corrupted, turning them into blighted forms. Fey and others with a connection to nature have an instinctive aversion to these creatures. \n'b' Toxic Magic . Blighted elementals are sources of poison, carrying their corruption with them and spreading it to new places. They multiply rapidly and carry death to the unwary. For those with sinister intentions though, they can be an excellent source of dangerous, potent ingredients for potions or poison. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Blight elementals arise when nature or the substance of an elemental plane is corrupted. These elementals can resemble nonelemental creatures, but they\xe2\x80\x99re still elementals. Blight elementals have elemental resistances, including to nonmagical attacks. \n'b' DC 15 Intelligence ( Arcana ) : A blight elemental is always poisonous, in addition to its other powers. Some, such as deathmoss and forgeblights, have supernatural abilities to spread rot to creatures or objects. \n'b' DC 20 Intelligence ( History ) : Some legends say a lich created the first blight elementals to gain the favor of an arch daemon. If such stories are true, finding the lich\xe2\x80\x99s notes might allow someone to return blight elementals to their original forms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forget Frog \n'b' Medium beast , chaotic evil \n'b' Armor Class 13 Hit Points 27 (5d8 + 5) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Amphibious . The forget frog can breathe air and water. \n'b' Standing Leap . The forget frog\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The forget frog can make two spit attacks. \n'b' Spit Poison . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) acid damage. \n'b' Steal Memory (1/day) . The forget frog targets one creature it can see within 60 feet of it with its gaze. The target takes 14 (4d6) psychic damage, and it must make a DC 14 Intelligence saving throw. On a successful save, the target becomes immune to this forget frog\xe2\x80\x99s Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can\xe2\x80\x99t cast spells, it can\xe2\x80\x99t understand language, and if its Intelligence and Charisma scores are higher than 7, they become 7. Each time the target finishes a long rest , it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. \n'b' About \n'b' Giant bulbous eyes emerge from the swamp. You suddenly begin to forget how to speak and your spells don\xe2\x80\x99t work. \n'b' Lost Thoughts . The gaze of the forget frog has a powerful effect. It affects spellcasters adversely and its victims are also unable to speak. Sometimes the victims of a forget frog are thought to be fey-touched. \n'b' Poisonous . These evil frogs are also very poisonous. They can even spit this poison from afar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forgiving Spirit \n'b' Medium undead , neutral good \n'b' Armor Class 14 (hide) Hit Points 54 (12d8) Speed 30 ft., fly 30 ft. (hover only)\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Perception +7 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 17 Languages Common and Celestial or Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The forgiving spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The forgiving spirit can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The forgiving spirit makes three spiritual weapon attacks. \n'b' Spiritual Longsword . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) psychic damage. \n'b' Etherealness . The forgiving spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal and vice versa, although it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Forgiving Touch . The forgiving spirit touches a creature and soothes its emotions, ending the effects of one of the following on the target creature; a spell or other magical effect that charms or frightens the target, or the Rage feature. An unwilling creature can make a DC 15 Wisdom saving throw to resist this feature. \n'b'\n'b' ABOUT \n'b' These spirits dwell in the lands of mortals. They travel, visiting sites that are dangerous for mortals, and guide other travelers through them. They can also devote their lives to the protection of their living friends, relatives, or loved ones. They can have many forms; there are forgiving spirits who look like humanoids as there are nature spirits. \n'b' Merciful Nature . A forgiving spirit aims to protect good, prevent evil, and convert evil to good if it can. \n'b' Responsible Afterlife . Sometimes the spirits of evil creatures or wrathful ghosts are given a second chance at redemption. In this way, even the darkest, most ill-natured of villains may become a forgiving spirit in the afterlife.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chuul Warrior \n'b' Family: Chuul \n'b' Large aberration (brutal), any neutral alignment or unaligned \n'b' Armor Class 16 (natural armor) Hit Points 93 (11d10 + 33); Wound Threshold 23 Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 5 (-3) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Deep Speech Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The chuul warrior can breathe air and water. \n'b' Sense Magic . The chuul warrior senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chuul warrior makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. \n'b' Pincer . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Tentacles . One creature grappled by the chuul warrior must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The chuul warrior can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The chuul warrior regains spent legendary actions at the start of its turn. A chuul with these legendary actions has its CR increased from 4 to 5. \n'b'\n'b' Crush . The chuul inflicts 4 (1d8) bludgeoning damage to a creature or object it\xe2\x80\x99s grappling. \n'b' Reject Magic . The chuul gains either damage resistance or advantage on the saving throw against the next magical effect targeting it (chosen by the chuul warrior when it\xe2\x80\x99s targeted by a magical effect). \n'b' Rip Away (Costs 2 Actions) . The chuul warrior can only use this legendary action if it doesn\xe2\x80\x99t have two creatures grappled . The chuul targets a creature within 10 feet, which must make a DC 14 Strength or Dexterity (chosen by the target) saving throw, getting an object in their hand ripped away on a failed save. The chuul may choose to either hold the object or immediately toss it to a point within 20 feet. \n'b'\n'b' ABOUT \n'b' This aberration is designed to protect the chuul communities and aboleths\xe2\x80\x99 schemes. Its massive pincers are able to crush an opponent who will also have the chuul\xe2\x80\x99s entangling tentacles to contend with.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forgotten One \n'b' Tiny fey , neutral \n'b' Armor Class 16 (natural armor) Hit Points 7 (3d4) Speed 20 ft.\n'b' STATS STR: 3 (-4) DEX: 19 (+4) CON: 11 (+0) INT: 14 (+2) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poison Senses darkvision 60 ft., tremorsense 90 ft., passive Perception 13 Languages Common, Elven, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The forgotten one\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The forgotten one can innately cast blur at will requiring no material components. \n'b' Environmental Awareness . The very earth speaks to a forgotten one. It cannot be surprised. \n'b' Poison Use . Forgotten Ones are skilled in the use of poison. \n'b' Actions \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' About \n'b' This is a one-foot-tall creature with pointed ears, slanted eyes, and long lithe limbs. Its hair is brightly colored and decorated with leaves and twigs and it is dressed in greenish-brown clothes. It carries a tiny spear in its hands. \n'b' Forgotten ones are a sprite race related to pixies. These wee folk are natural spies and trackers and are routinely employed by powerful forest-guarding fey creatures such as unicorns, dryads, and nymphs. It is not uncommon for travelers in a fey forest to be followed by scores of forgotten ones, all moving unnoticed through the treetops as quickly and quietly as squirrels. While some forgotten ones keep track of the interlopers, others send messages back and forth to alert more powerful fey guardians to the presence of outsiders. \n'b' A forgotten one is about a foot tall with pointed ears, slanted eyes, and long, nimble limbs. Most forgotten ones weave twigs and leaves into their hair for decoration and to help conceal themselves in the treetops. Rangers are druids are especially fond of the forgotten ones, and often use them as intermediaries between themselves and the greater fey guardians of the forest. \n'b' Forgotten ones try to avoid combat with anything larger than themselves \xe2\x80\x93 they are well aware of their own limitations. If hard pressed or ordered into combat by a greater fey creature to defend their forest, forgotten ones will fight with courage not often attributed to creatures of such small size .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forius \n'b' Forius is an ant-like construct , built by a race of human-sized, sentient (and technologically advanced) ants. Its controllers are seldom motivated to turn their wrath against the surface world, but on the day that they do, Forius will be at their head, and it will prove nigh-unstoppable. \n'b' Futuristic Technology . Equipped with plasma lances, a deflector field, and medium-range rocketry, Forius represents technological development far beyond anything known to the surface world\xe2\x80\xa6 or to the creatures that built it. Its creators found all of its parts in their deep caverns, studied them at length, and assembled the mighty war machine now known as Forius. All of these devices came from another place \xe2\x80\x93 or another time. \n'b' Engine of War . Forius has only entered full-scale combat on a few occasions, most of which were recorded in surface-dwelling history as earthquakes in regions not normally prone to them. Though its controllers are expansionistic, they use Forius only when a battle is assured to be decisive, as they do not want their enemies to develop strategic responses to it. \n'b' Gargantuan construct , neutral \n'b' Armor Class 20 (force armor, natural armor) Hit Points 945 (54d20 + 378) Speed 60 ft., fly 120 ft.\n'b' STATS STR: 25 (+7) DEX: 12 (+1) CON: 25 (+7) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +13, Wisdom +6 Skills Insight +6, Intimidation +7, Perception +6 Damage Resistances acid, cold, fire, necrotic, thunder Damage Immunities poison Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , petrified , poisoned , stunned Senses blindsight 300 ft., darkvision 600 ft., passive Perception 16 Languages Common (can\xe2\x80\x99t speak); telepathy 600 ft. Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Legendary Resistance (3/Day) . If Forius fails a saving throw, it can choose to succeed instead. \n'b' Superior Optics . Forius can see invisible objects or creatures. \n'b' Deflector Field . Forius projects a force shield that grants it 100 temporary hit points . While the deflector field has any temporary hit points remaining, all ranged attacks against Forius suffer disadvantage. At the start of Forius\xe2\x80\x99s turn, if the deflector field has more than 0 temporary hit points remaining but less than 100, it regains 20 temporary hit points (to a maximum of 100). If reduced to 0 temporary hit points , the deflector field shorts out, coming back online in 1 minute. \n'b' Actions \n'b' Multiattack . Forius makes two claw attacks and, if not currently in flight, two wing attacks. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 20 (3d8 + 7) slashing damage, and the target is grappled (escape DC 23). Forius can grapple up to two creatures simultaneously, but not more than one creature with the Colossal Creatures trait. \n'b' Wing . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 20 (2d8 + 7) slashing damage. Forius must be on the ground to attack with a wing. \n'b' Plasma Lance (recharge 5-6) . Forius fires plasma from its stinger in a 120-foot line that is 5 feet wide. Each creature in the area must make a DC 23 Dexterity saving throw, suffering 70 (20d6) fire damage on a failure, or half as much damage on a success. \n'b' Rocket . Forius fires a rocket at a location within 10 miles. All creatures in a 50-ft. radius must make a DC 23 Dexterity saving throw. On a failure, they suffer 42 (12d6) fire damage and 42 (12d6) bludgeoning damage, or half that on a success. Forius holds a maximum of 10 rockets at a time, and replenishes that stock as part of a short or long rest by collecting and processing 20 lb. of scrap metal per rocket. \n'b' Legendary Actions \n'b' Forius can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. \n'b' Forius regains spent legendary actions at the start of its turn. \n'b' Wing . Forius makes one wing attack . Forius must be on the ground to attack with a wing. \n'b' Recover . Forius regains 75 hit points . Once it uses this ability, it can\xe2\x80\x99t do so again until the end of its next turn. If its deflector field is active, it also regains 50 temporary hit points . \n'b' Focus Optics . Forius ends an illusion effect within line of sight. If there are multiple ongoing illusion effects, Forius ends the one created with the lowest-level spell slot (when applicable), or chooses randomly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forlarren \n'b' Medium fey , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 104 (19d8+19) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 4 (\xe2\x80\x933) WIS: 13 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Remorse . When the forlarren reduces a creature to 0 Hit Points , it must succeed a DC 13 Wisdom saving throw or be stunned for 2 (1d4) rounds due to its overwhelming guilt. \n'b' Innate Spellcasting : The forlarren\xe2\x80\x99s spell casting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : flame blade , flaming sphere , gust of wind , heat metal \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The forlarren makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit : 6 (1d8 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage on a failed save, or half as much on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Shared Remorse . When the forlarren fails a saving throw against its own Remorse ability, it can choose a creature within 30 feet to share its guilt. That creature must succeed a DC 13 Wisdom saving throw or be stunned for the same number of rounds that the forlarren is. \n'b'\n'b' A nymph\xe2\x80\x99s charm and beauty are such that she can seduce nearly any creature that she sets her attentions on\xe2\x80\x94and often, unfortunately, creatures she would rather not consort with. When a nymph catches the attention of a fiend and the fiend takes advantage of the creature, the resulting offspring is not always a half-fiend. Roughly one in 20 such incidents results instead in a strange creature known as a forlarren\xe2\x80\x94a unique creature that possesses its own unusual abilities and qualities. A forlarren stands 6 feet tall and weighs about 160 pounds. In theory, these creatures can live for hundreds of years, but most perish through violence before they turn 10. \n'b' Painful Childhood. Few nymphs survive the ordeal of giving birth to a forlarren\xe2\x80\x94those who do might attempt to raise their children in loving environments, but the evil that lurks in a forlarren\xe2\x80\x99s soul is powerful. In most cases where a nymph attempts to raise a forlarren child, it\xe2\x80\x99s only a matter of time before the forlarren grows resentful and its evil nature compels it to murder its mother. \n'b' Most forlarrens are female, and few are capable of conceiving children of their own. A forlarren grows to adulthood with astonishing speed, reaching full growth in only a year\xe2\x80\x94even those who come into the world as orphans are capable of defending themselves and seeking out food. Yet despite the rapidity with which they reach maturity, few forlarrens survive to adulthood. Cast out from both sylvan and fiendish society, the typical forlarren is a lonely creature, cursed by its own existence. It detests itself and everything it sees, and soon becomes consumed by hatred of life itself. The forlarren vents its rage on good and evil alike, lashing out at anything that approaches it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forlarren Sorceress \n'b' Medium fey , neutral evil \n'b' Armor Class 16 (natural armor), 19 with mage armor Hit Points 165 (22d8+66) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +7 Damage Resistances bludgeoning, piercing and slashing from weapons that aren\xe2\x80\x99t silvered, cold Damage Immunities poison Senses passive Perception 11 Languages Common, Sylvan Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The sorceress is a 9th level spellcaster. Her spellcasting ability is Charisma (Spell Save 15, +7 to hit with spell attacks). She has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , minor illusion , mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , hideous laughter , mage armor \n'b' 2nd level (3 slots) : invisibility , ray of enfeeblement , scorching ray \n'b' 3rd level (3 slots) : blink , fear , vampiric touch \n'b' 4th level (3 slots) : confusion , phantasmal killer \n'b' 5th level (1 slot) : dream \n'b'\n'b' Quickened Spell (3/day) : The forlarren sorceress can cast a spell as a bonus action. \n'b' Remorse . Whenever the sorceress kills a living creature, she must succeed on a DC 14 Wisdom saving throw to avoid becoming overwhelmed with remorse. If she fails, roll 1d6. On a roll of 1-2 she continues to attack until she kills another creature. On a 3-4 she becomes frightened of the allies of the slain creature for 24 hours. On a 5-6 she offers allies of the slain creature her services in recompense for 1d12+12 hours before reverting to her aggressive nature. \n'b' Twinned Spell (3/day) . The forlarren sorceress can target a second creature with a spell that usually targets a single creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sorceress attacks twice with her claws. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage and the target is grappled (escape DC 15). Until the grapple ends, if the target is wearing metal armor it takes 13 (3d8) fire damage. \n'b'\n'b' ABOUT \n'b' A nymph\xe2\x80\x99s charm and beauty are such that she can seduce nearly any creature that she sets her attentions on\xe2\x80\x94and often, unfortunately, creatures she would rather not consort with. When a nymph catches the attention of a fiend and the fiend takes advantage of the creature, the resulting offspring is not always a half-fiend. Roughly one in 20 such incidents results instead in a strange creature known as a forlarren\xe2\x80\x94a unique creature that possesses its own unusual abilities and qualities. A forlarren stands 6 feet tall and weighs about 160 pounds. In theory, these creatures can live for hundreds of years, but most perish through violence before they turn 10. \n'b' Painful Childhood. Few nymphs survive the ordeal of giving birth to a forlarren\xe2\x80\x94those who do might attempt to raise their children in loving environments, but the evil that lurks in a forlarren\xe2\x80\x99s soul is powerful. In most cases where a nymph attempts to raise a forlarren child, it\xe2\x80\x99s only a matter of time before the forlarren grows resentful and its evil nature compels it to murder its mother. \n'b' Most forlarrens are female, and few are capable of conceiving children of their own. A forlarren grows to adulthood with astonishing speed, reaching full growth in only a year\xe2\x80\x94even those who come into the world as orphans are capable of defending themselves and seeking out food. Yet despite the rapidity with which they reach maturity, few forlarrens survive to adulthood. Cast out from both sylvan and fiendish society, the typical forlarren is a lonely creature, cursed by its own existence. It detests itself and everything it sees, and soon becomes consumed by hatred of life itself. The forlarren vents its rage on good and evil alike, lashing out at anything that approaches it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Weasel \n'b' Family: Animal \n'b' Weasels are predators content with raiding chicken coops or attacking pets when they encounter civilization. \n'b' Subpages \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 30 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses : passive Perception 13 Languages \xe2\x80\x93 \n'b' Challenge 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell : The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b'\n'b' Actions \n'b'\n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forlorn Child \n'b'\n'b' Small undead (revnant), neutral evil \n'b' Armor Class 15 Hit Points 26 (4d6+12) Speed 20 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 3 (-4) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6 Skills Deception +6, Stealth +6 Damage Immunities poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 60 ft., passive Perception 13 Languages none Challenge 1 (200 XP) \n'b' Special Traits \n'b' Disease . A forlorn child\xe2\x80\x99s bite carries disease. On any successful bite attack , the target must succeed on a DC 13 Constitution save or become infected. On a successful save, the target is immune to the disease of that particular forlorn child for 24 hours. Every time an infected character finishes a long rest , the character\xe2\x80\x99s hit point maximum is reduced by 1 hit point for each day of the disease. That is, 1 hit point after the first long rest , another 2 hit points after the second (for a total of 3), 3 hit points after the third (for a total of 6), and so forth. In addition, so long as the infection remains, the character suffers one level of exhaustion . This loss of maximum hit points , and this level of exhaustion , cannot be cured by any means while the character still has the disease. Once the disease is cured-through magic or successful saving throws-both the level of exhaustion and the reduction in maximum hit points can be removed with a long rest . Infected characters may make an additional saving throw each day, after the prior effects are applied, to shake off the disease and heal naturally. Pre-adolescent children suffer disadvantage on this saving throw. \n'b' Woeful . When a forlorn child causes damage to a living target with an attack , that target must also attempt a DC 13 Woe saving throw. The target takes 1d4 spiritual damage on a failed saving throw, or half as much (minimum 1) on a successful saving throw. Preadolescent children have disadvantage on this saving throw and take double spiritual damage from attacks by a forlorn child. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular forlorn child for 24 hours. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage, plus disease. \n'b' About \n'b' A sweet little child is weeping in the streets. Surely you can spare a moment to help?\xc2\xa0Only the corpses of the young can become forlorn children.\xc2\xa0Most were themselves killed by other forlorn children, but any child who rises as undead might spontaneously become one of these horrid creatures. \n'b' Beautiful and Sad . Forlorn children appear to be living creatures in most respects. Their bodies look healthy and supple, showing no sign of whatever illness or injury killed them. Only one thing reveals a forlorn child\xe2\x80\x99s lack of life: Forlorn children are always found weeping, with their little hands over their closed, tear-streaked eyes. They wait until someone approaches, perhaps to comfort them, and once their kindly prey has touched them, they look up and open their eyes.\xc2\xa0The eyes of a forlorn child are dark pits into an unknown void; empty, gaping holes in a child\xe2\x80\x99s tear-streaked face.\xc2\xa0As soon as those eyes are revealed, the forlorn child springs to attack . \n'b' Disease Vectors . A forlorn child carries illness of a type that hits hardest on little children. Most adolescents and adults can shake off the disease like a bad flu or a mild pox, but infected children usually die within a week of the bite, in terrible pain and often rising as forlorn children themselves within mere seconds of death. When a forlorn child ravages a community\xe2\x80\x99s children, many parents fall victim a week later, when their own children rise. \n'b' Vicious . Forlorn children possess only an animal intelligence, responding not at all to language, nor to familiar faces and voices. When not luring in prey with their childlike weeping, they are savage and quick, wily and cruel.\xc2\xa0They use their small size to great advantage, ducking under obstacles and hiding to stalk victims, or squeezing through tight spaces to flee from threats.\xc2\xa0Despite a lifelike sense of self-preservation, however, forlorn children never wait more than a few hours before resuming their weeping \xe2\x80\x9cbait\xe2\x80\x9d demeanor in order to attack a new victim. \n'b' Undead Nature . A forlorn child doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Myrmarch \n'b' Family: Formian \n'b' Large aberration , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 152 (16d10 +64) Speed 50 ft., burrow 15 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Insight +7, Perception +7, Persuasion +7 Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 Languages Common, pheromone telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The formian\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The formian can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : clairvoyance , comprehend languages , detect magic , detect thoughts \n'b' 3/day each : charm monster, hold monster , suggestion \n'b' 1/day : feeblemind \n'b'\n'b' Swarm Tactics . The formian has advantage on an attack roll against a creature if at least one other formian ally is within 5 feet of the creature and the ally is not incapacitated. If a formian makes an attack with advantage and hits, the target must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Surefooted . The formian has advantage on saving throws versus being knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The formian makes one Bite attack, two Claw attacks, and one Sting attack, or it makes two Javelin attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. If the target is a creature, it must make a DC 17 Constitution saving throw. On a failure, the target takes 13 (3d8) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned . \n'b' Javelin . Ranged Weapon Attack : +8 to hit, range 30/120, one target. Hit : 6 (1d6 + 4) piercing damage. If the target is a creature, it must make a DC 17 Constitution saving throw. On a failure, the target takes 9 (2d8) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned . \n'b'\n'b' Bonus Actions \n'b'\n'b' Inspire Hive (1/day). The formian can inspire all other formians within 120 feet, granting each of them 12 temporary hit points , +2 on attack rolls, and immunity to being frightened . The effect lasts for 1 minute. Note, the effects of multiple Inspire Hive actions do not stack; recipients may choose which effect to accept.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Myrmarch \n'b' Family: Formian \n'b' Large monstrosity , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 210 (20d10+100) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 19 (+4) CON: 20 (+5) INT: 17 (+3) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +8, Con +9, Str +9 Damage Resistances psychic Skills Arcana +7, Perception +7, Persuasion +8 Senses blindsense 30 ft., darkvision 60 ft., passive Perception 18 Languages Common; telepathy 150 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The formian\xe2\x80\x99s spell casting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts \n'b' 3/day each : charm monster, hold monster \n'b' 1/day each : feeblemind \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The formian makes one bite attack , one sting attack , and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' Sting . Melee Weapon Attack : +7 to hit, 5 ft. reach, all targets within reach. Hit : 8 (1d6 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Throwing Spear . Ranged Weapon Attack : +7 to hit, 30/120 ft. range, one target. Hit : 8 (1d6 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Inspire Hive . The formian can inspire all formians within telepathic range as if cast the spell heroism . This effect lasts 1 minute, and the formian does not have to concentrate on this effect. \n'b'\n'b' ABOUT \n'b' Giant, antlike expansionists with an alien hive intelligence, formians are not evil, but they are aggressive in the propagation of their kind into new territories, including new worlds they encounter through interplanetary portals. The formian homeworld is a lush green jungle planet teeming with life both above and below ground level. Formian hives create vast tunnel systems, turning the subsurface of the planet into a honeycomb-like structure. After colonizing every habitable piece of land on their home world, formians looked to the stars for additional lands to infest. \n'b' Expansionistic Colonists . This instinct to expand and propagate often causes conflict with their neighbors. Though the formians believe it is their right to annex into new areas, they have no patience for those who move into theirs. Formians claim and fiercely defend verdant areas of land around their hive because much of the hive\xe2\x80\x99s nutritional needs are supplied by surface agriculture and hunting. In spite of this, intruders often don\xe2\x80\x99t even notice they have entered formian territory. The ground above a formian hive appears unoccupied-formians conceal entrances to their hives and prefer harvesting fruits and berries in a way that leaves the land largely untouched. Meat that lands on formian tables typically comes from expeditions to drive off or hunt predators. Formians of the warrior caste organize these campaigns and these warriors have little patience for poachers. \n'b' Matriarchal . Formian society is a strict matriarchy. Though each hive\xe2\x80\x99s queen is theoretically independent and her rule absolute, allegiances are common between hives, and less powerful hives often grudgingly defer to more powerful matriarchs. Hundreds of worker and warrior formians serve even the smallest of hives. Larger hives number in the tens of thousands and have complex tunnel systems with interwoven corridors connecting territories that might span over hundreds of square miles on the surface alone. Each formian hive is designed primarily to protect the queen. Approaching the center of the hive can be exceedingly difficult. Paths are designed deliberately to lead encroachers away from the queen\xe2\x80\x99s hidden lair. In addition to deceptive corridors, formians often build traps and place complex magical protections, decoys, and illusions to protect the queen\xe2\x80\x99s inner sanctuary. \n'b' Formian Queens . Evolved to procreate on a massive scale, a formian queen is barely able to move under her own power. On the rare occasions she leaves her throne, a small army of workers assist and defend her, but formian queens are by no means defenseless. They are massive and powerful beings and have the ability to possess any worker or warrior in the hive. A queen uses these thralls as her eyes and ears and can cast spells through them. Creatures that invade a hive might find themselves the equals of the queen\xe2\x80\x99s myrmarchs and taskmasters only to be laid low when a mere worker unleashes the queen\xe2\x80\x99s tremendous magical power, employing the full force of her cunning and wrath. \n'b' Formian Myrmarchs . Larger than typical warriors, formian myrmarchs are the chief guardians of the hive. They serve as trusted advisors to the queen and as generals of her armies. \n'b' Formian Warriors . Warriors are the formians outsiders most frequently encounter. The warriors of the hive follow the orders of the myrmarch and defend the hive from all encroachers. They also serve as hunters within formian lands and protect workers that venture beyond the hive. \n'b' Formian Taskmasters . Taskmasters serve the queen as overseers of projects that require greater intelligence and more liberated thinking than workers possess. Each taskmaster oversees workers bred with specific skills, directing tasks like expanding tunnels, repairing damage to the hive, or undermining the lands of dangerous creatures. \n'b' Formian Workers . Workers are by far the most common formians, and perform a vast number of basic tasks, but they avoid interacting with those outside their hive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Queen \n'b' Family: Formian \n'b' Huge aberration , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 432 (32d12 + 224) Speed 10 ft., burrow 5 ft.\n'b' STATS STR: 15 (+2) DEX: 8 (-1) CON: 24 (+7) INT: 19 (+4) WIS: 19 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +11, History +11, Insight + 11, Intimidation + 12, Perception +11, Persuasion +12 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 21 Languages Common, telepathy 240 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Call of the Queen . All other formians within 1 mile obey the queen\xe2\x80\x99s commands and prioritize her safety above all else. \n'b' Innate Spellcasting . The formian queen\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The formian can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : clairvoyance , comprehend languages , detect magic , detect thoughts \n'b' 3/day each : charm monster, hold monster , suggestion \n'b' 2/day each : dominate monster , feeblemind , mass suggestion \n'b'\n'b' Swarm Tactics . The formian queen has advantage on an attack roll against a creature if at least one other formian ally is within 5 feet of the creature and the ally is not incapacitated. If a formian makes an attack with advantage and hits, the target must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Surefooted . The formian queen has advantage on saving throws versus being knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The formian queen makes one Bite attack, two Claw attacks, and one Sting attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 13 (2d10 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d8 + 2) slashing damage. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 8 (1d12 + 2) piercing damage. The target must make a DC 17 Constitution saving throw. On a failure, the target takes 21 (6d6) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned . \n'b' Mental Blast (recharge 5-6). The formian queen sends out a wave of psychic energy in a 60-foot radius. Each enemy in that area must succeed on a DC 20 Intelligence saving throw or take 26 (4d10 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Bonus Actions \n'b'\n'b' Hive Frenzy (2/day). The formian queen can whip all other formians within 120 feet into a frenzy, granting them the benefits of a haste spell. Each target\xe2\x80\x99s speed is doubled, it gains +2 to its AC, it gains advantage on any Dexterity saving throws, and it may take an additional action each round. That action is limited to a single Attack (no multiattack), Dash , Disengage , Hide , or Use an Object action. The effect lasts for 1 minute. \n'b' Inspire Hive (2/day). The formian queen can inspire all other formians within 120 feet, granting each of them 18 temporary hit points , +2 on attack rolls, and immunity to being frightened . The effect lasts for 1 minute. Note, the effects of multiple Inspire Hive actions do not stack; recipients may choose which effect to accept.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Queen \n'b' Family: Formian \n'b' Large monstrosity , lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 231 (22d10+110) Speed 5 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 20 (+5) INT: 19 (+4) WIS: 18 (+4) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +13, Con +11, Int +10 Damage Resistances psychic Skills Arcana +11, Perception +11, Persuasion +15 Senses blindsense 30 ft., darkvision 60 ft., tremorsense 120 ft., passive Perception 21 Languages Common; telepathy 200 ft. \n'b' Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The formian\xe2\x80\x99s spell casting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : magic jar (other formians only), magic missile (as if cast in a 5th level spell slot) \n'b' 3/day each : cone of cold , teleport \n'b' 1/day each : feeblemind \n'b'\n'b' Legendary Resistance (3/day). If the formian fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The formian makes four claw attacks. \n'b' Claw . Melee Weapon Attack : +10 to hit, 10 ft. reach, one target. Hit : 26 (7d6 + 2) slashing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The formian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The formian regains spent legendary actions at the start of its turn. \n'b'\n'b' Fast Healing . The formian regains 10 hit points . \n'b' Hive Frenzy . The formian grants all other formians in range of its telepathy the benefits of the haste spell for 1 turn. \n'b' Telepathic Feedback . The formian can unless debilitating telepathic feedback. Those within its telepathic range who are not formians must succeed a DC 18 Intelligence saving throw or have disadvantage on all attack rolls and ability checks for 1 round. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the formian takes a lair action to cause one of the following effects; The formian can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The formian can cast cure wounds on any formian within the lair as if it were in a 3rd level spell slot. \n'b' The formian can take control of one formian within the lair, other than itself, and cause it to take a turn. Even if that formian has Multiattack, it can only make 1 attack . \n'b' The formian can summon 1 formian warrior within 120 feet of itself. This formian warrior starts at half its normal hit points . \n'b'\n'b' ABOUT \n'b' Giant, antlike expansionists with an alien hive intelligence, formians are not evil, but they are aggressive in the propagation of their kind into new territories, including new worlds they encounter through interplanetary portals. The formian homeworld is a lush green jungle planet teeming with life both above and below ground level. Formian hives create vast tunnel systems, turning the subsurface of the planet into a honeycomb-like structure. After colonizing every habitable piece of land on their home world, formians looked to the stars for additional lands to infest. \n'b' Expansionistic Colonists . This instinct to expand and propagate often causes conflict with their neighbors. Though the formians believe it is their right to annex into new areas, they have no patience for those who move into theirs. Formians claim and fiercely defend verdant areas of land around their hive because much of the hive\xe2\x80\x99s nutritional needs are supplied by surface agriculture and hunting. In spite of this, intruders often don\xe2\x80\x99t even notice they have entered formian territory. The ground above a formian hive appears unoccupied-formians conceal entrances to their hives and prefer harvesting fruits and berries in a way that leaves the land largely untouched. Meat that lands on formian tables typically comes from expeditions to drive off or hunt predators. Formians of the warrior caste organize these campaigns and these warriors have little patience for poachers. \n'b' Matriarchal . Formian society is a strict matriarchy. Though each hive\xe2\x80\x99s queen is theoretically independent and her rule absolute, allegiances are common between hives, and less powerful hives often grudgingly defer to more powerful matriarchs. Hundreds of worker and warrior formians serve even the smallest of hives. Larger hives number in the tens of thousands and have complex tunnel systems with interwoven corridors connecting territories that might span over hundreds of square miles on the surface alone. Each formian hive is designed primarily to protect the queen. Approaching the center of the hive can be exceedingly difficult. Paths are designed deliberately to lead encroachers away from the queen\xe2\x80\x99s hidden lair. In addition to deceptive corridors, formians often build traps and place complex magical protections, decoys, and illusions to protect the queen\xe2\x80\x99s inner sanctuary. \n'b' Formian Queens . Evolved to procreate on a massive scale, a formian queen is barely able to move under her own power. On the rare occasions she leaves her throne, a small army of workers assist and defend her, but formian queens are by no means defenseless. They are massive and powerful beings and have the ability to possess any worker or warrior in the hive. A queen uses these thralls as her eyes and ears and can cast spells through them. Creatures that invade a hive might find themselves the equals of the queen\xe2\x80\x99s myrmarchs and taskmasters only to be laid low when a mere worker unleashes the queen\xe2\x80\x99s tremendous magical power, employing the full force of her cunning and wrath. \n'b' Formian Myrmarchs . Larger than typical warriors, formian myrmarchs are the chief guardians of the hive. They serve as trusted advisors to the queen and as generals of her armies. \n'b' Formian Warriors . Warriors are the formians outsiders most frequently encounter. The warriors of the hive follow the orders of the myrmarch and defend the hive from all encroachers. They also serve as hunters within formian lands and protect workers that venture beyond the hive. \n'b' Formian Taskmasters . Taskmasters serve the queen as overseers of projects that require greater intelligence and more liberated thinking than workers possess. Each taskmaster oversees workers bred with specific skills, directing tasks like expanding tunnels, repairing damage to the hive, or undermining the lands of dangerous creatures. \n'b' Formian Workers . Workers are by far the most common formians, and perform a vast number of basic tasks, but they avoid interacting with those outside their hive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chuul Worker \n'b' Family: Chuul \n'b' Medium aberration (brutal), any neutral alignment or unaligned \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24); Wound Threshold 15 Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Tools mason\xe2\x80\x99s tools +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Deep Speech Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The chuul worker can breathe air and water. \n'b' Sense Magic . The chuul worker senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b' Innate Spellcasting (1/Day) . The chuul worker can innately cast stone shape , requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chuul worker makes two pincer attacks. \n'b' Pincer . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Disenchant (Recharge 6) . The chuul worker chooses a magic item within 10 feet and makes a DC 10 Charisma check. On a successful check, the item\xe2\x80\x99s magical properties are suppressed until the next dawn. \n'b'\n'b' ABOUT \n'b' Chuul workers faithfully toil toward the completion of the aboleths\xe2\x80\x99 projects. Significantly smaller and less fierce than the warriors, they remain tough creatures, and are more disciplined than their vicious kin. Their pincers are more prehensile, though less powerful, and so they attack by striking rather than crushing. They\xe2\x80\x99re also distinguished by long tentacles that serve as tools. They also possess a rudimentary magical affinity; their ability to suppress the effects of magic items piques arcanists\xe2\x80\x99 curiosity. \n'b' Chuuls have a disturbing appearance. They combine characteristics evoking cephalopods, crayfish, and humanoids. Their physique makes them strong fighters and allows them to perform many tasks aboleths are ill-suited to. In fact, the latter are the chuuls\xe2\x80\x99 creators, and make use of them for all sorts of labor. \n'b' Mutual Fear \n'b' Using this option, chuuls are dangerous and often fanatical creatures, but with free will. \n'b' They live in communities controlled by rigid traditions stemming from the teachings of the aboleths, their ancient creators. They learned to worship and devote themselves to these greater beings. Their fear of the outside world is born from their ignorance of other languages and the fear that their appearance elicits. Most people flee or grab their weapons when they see a chuul, feeding an unending cycle of fear and mutual loathing. \n'b' Under some conditions, their attitude could change and they\xe2\x80\x99re able to free themselves-with difficulty-from the indoctrination they\xe2\x80\x99ve been subjected to. This is a change that could only be a personal one. The most powerful chuuls have little to gain from changing the status quo. \n'b' If any chuuls manage to completely throw off the aboleths\xe2\x80\x99 yoke, they would become greater aberrations. \n'b' Bereft of Free Will \n'b' If you choose this option, the chuuls\xe2\x80\x99 fate is as tragic as it is hopeless. They lead miserable lives as slaves, anonymous existences devoted only to satisfy their masters and creators, the aboleths-no matter the consequences. The vagaries of history sometimes led communities to survive without a leader, but rather than emancipating themselves, the chuuls merely continued following their last instructions, such as building a monumental aquatic structure, guarding an ancient sanctum, or gathering many magic objects. \n'b' The Chuul King \n'b' Some sorcerers derive their powers from the aboleths\xe2\x80\x99 emanations of energy. To the chuuls, these psychurge sorcerers are divine beings. \n'b' A tribe lacking any inspiring figure may recognize this energy and might be prepared to kidnap its future king to forcefully make it clear they must rule over this flock in the Netherworld. The reign of this ruler would be seriously compromised if the tribe happened to come in contact with a real aboleth!'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Taskmaster \n'b' Family: Formian \n'b' Medium aberration , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 90 (12d8 + 36) Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Intimidation +5, Perception +5 Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15 Languages Common, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The formian\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The formian can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : comprehend languages , detect magic , mending \n'b' 3/day each : detect thoughts , charm person \n'b' 2/day : suggestion \n'b'\n'b' Swarm Tactics . The formian has advantage on an attack roll against a creature if at least one other formian ally is within 5 feet of the creature and the ally is not incapacitated. If a formian makes an attack with advantage and hits, the target must succeed on a DC 14 Strength saving throw or be\xc2\xa0forced prone . \n'b' Surefooted . The formian has advantage on saving throws versus being forced\xc2\xa0 prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The formian makes one Bite attack, two Claw attacks, and one Sting attack, or it makes two Javelin attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Sting . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 10 (3d6) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned . \n'b' Javelin . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. If the target is a creature, it must make a DC 15 Constitution saving throw. On a failure, the target takes 9 (2d8) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned . \n'b'\n'b' Bonus Actions \n'b'\n'b' Inspire Hive (1/day). The formian can inspire all other formians within 120 feet, granting each of them 8 temporary hit points , +1 on attack rolls, and immunity to being frightened . The effect lasts for 1 minute. Note, the effects of multiple Inspire Hive actions do not stack; recipients may choose which effect to accept.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Taskmaster \n'b' Family: Formian \n'b' Medium monstrosity , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 172 (23d8+69) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +7, Con +6, Str +6 Damage Resistances psychic Skills Arcana +4, Perception +6, Persuasion +7 Senses blindsense 30 ft., darkvision 60 ft., passive Perception 18 Languages Common; telepathy 150 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The formian\xe2\x80\x99s spell casting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : comprehend languages , detect thoughts , sending (to formian queen only) \n'b' 3/day each : cure wounds , invisibility \n'b' 1/day each : confusion , heroism \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The formian makes one sting attack and two claw attacks. \n'b' Blowgun . Ranged Weapon Attack : +6 to hit, 25/100 ft. range, one target. Hit : 4 (1d4 + 2) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Claw . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Sting . Melee Weapon Attack : +6 to hit, 5 ft. reach, all targets within reach. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Giant, antlike expansionists with an alien hive intelligence, formians are not evil, but they are aggressive in the propagation of their kind into new territories, including new worlds they encounter through interplanetary portals. The formian homeworld is a lush green jungle planet teeming with life both above and below ground level. Formian hives create vast tunnel systems, turning the subsurface of the planet into a honeycomb-like structure. After colonizing every habitable piece of land on their home world, formians looked to the stars for additional lands to infest. \n'b' Expansionistic Colonists . This instinct to expand and propagate often causes conflict with their neighbors. Though the formians believe it is their right to annex into new areas, they have no patience for those who move into theirs. Formians claim and fiercely defend verdant areas of land around their hive because much of the hive\xe2\x80\x99s nutritional needs are supplied by surface agriculture and hunting. In spite of this, intruders often don\xe2\x80\x99t even notice they have entered formian territory. The ground above a formian hive appears unoccupied-formians conceal entrances to their hives and prefer harvesting fruits and berries in a way that leaves the land largely untouched. Meat that lands on formian tables typically comes from expeditions to drive off or hunt predators. Formians of the warrior caste organize these campaigns and these warriors have little patience for poachers. \n'b' Matriarchal . Formian society is a strict matriarchy. Though each hive\xe2\x80\x99s queen is theoretically independent and her rule absolute, allegiances are common between hives, and less powerful hives often grudgingly defer to more powerful matriarchs. Hundreds of worker and warrior formians serve even the smallest of hives. Larger hives number in the tens of thousands and have complex tunnel systems with interwoven corridors connecting territories that might span over hundreds of square miles on the surface alone. Each formian hive is designed primarily to protect the queen. Approaching the center of the hive can be exceedingly difficult. Paths are designed deliberately to lead encroachers away from the queen\xe2\x80\x99s hidden lair. In addition to deceptive corridors, formians often build traps and place complex magical protections, decoys, and illusions to protect the queen\xe2\x80\x99s inner sanctuary. \n'b' Formian Queens . Evolved to procreate on a massive scale, a formian queen is barely able to move under her own power. On the rare occasions she leaves her throne, a small army of workers assist and defend her, but formian queens are by no means defenseless. They are massive and powerful beings and have the ability to possess any worker or warrior in the hive. A queen uses these thralls as her eyes and ears and can cast spells through them. Creatures that invade a hive might find themselves the equals of the queen\xe2\x80\x99s myrmarchs and taskmasters only to be laid low when a mere worker unleashes the queen\xe2\x80\x99s tremendous magical power, employing the full force of her cunning and wrath. \n'b' Formian Myrmarchs . Larger than typical warriors, formian myrmarchs are the chief guardians of the hive. They serve as trusted advisors to the queen and as generals of her armies. \n'b' Formian Warriors . Warriors are the formians outsiders most frequently encounter. The warriors of the hive follow the orders of the myrmarch and defend the hive from all encroachers. They also serve as hunters within formian lands and protect workers that venture beyond the hive. \n'b' Formian Taskmasters . Taskmasters serve the queen as overseers of projects that require greater intelligence and more liberated thinking than workers possess. Each taskmaster oversees workers bred with specific skills, directing tasks like expanding tunnels, repairing damage to the hive, or undermining the lands of dangerous creatures. \n'b' Formian Workers . Workers are by far the most common formians, and perform a vast number of basic tasks, but they avoid interacting with those outside their hive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Warrior \n'b' Family: Formian \n'b' Medium aberration , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +3 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages Common, telepathy 60 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Swarm Tactics . The formian has advantage on an attack roll against a creature if at least one other formian ally is within 5 feet of the creature and the ally is not incapacitated. If a formian makes an attack with advantage and hits, the target must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Surefooted . The formian has advantage on saving throws versus being knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The formian makes one Bite attack, one Claw attack, and one Sting attack, or it makes two Javelin attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Sting . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. The target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned . \n'b' Javelin . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Warrior \n'b' Family: Formian \n'b' Medium monstrosity , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 110 (17d8+34) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Dex +4 Damage Resistances psychic Skills Perception +5 Senses blindsense 30 ft., darkvision 60 ft., passive Perception 15 Languages Common; telepathy 60 ft. Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Coordinate . If the formian successfully attacks a creature, all other formians has advantage on attack rolls against that creature for 1 round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The formian makes one sting attack and two claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit : 7 (1d8 + 3) slashing damage. Instead of dealing damage, the formian can grapple the target (escape DC 13). \n'b' Sting . Melee Weapon Attack : +4 to hit, 5 ft. reach, all targets within reach. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Throwing Spear . Ranged Weapon Attack : +4 to hit, 30/120 ft. range, one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Giant, antlike expansionists with an alien hive intelligence, formians are not evil, but they are aggressive in the propagation of their kind into new territories, including new worlds they encounter through interplanetary portals. The formian homeworld is a lush green jungle planet teeming with life both above and below ground level. Formian hives create vast tunnel systems, turning the subsurface of the planet into a honeycomb-like structure. After colonizing every habitable piece of land on their home world, formians looked to the stars for additional lands to infest. \n'b' Expansionistic Colonists . This instinct to expand and propagate often causes conflict with their neighbors. Though the formians believe it is their right to annex into new areas, they have no patience for those who move into theirs. Formians claim and fiercely defend verdant areas of land around their hive because much of the hive\xe2\x80\x99s nutritional needs are supplied by surface agriculture and hunting. In spite of this, intruders often don\xe2\x80\x99t even notice they have entered formian territory. The ground above a formian hive appears unoccupied-formians conceal entrances to their hives and prefer harvesting fruits and berries in a way that leaves the land largely untouched. Meat that lands on formian tables typically comes from expeditions to drive off or hunt predators. Formians of the warrior caste organize these campaigns and these warriors have little patience for poachers. \n'b' Matriarchal . Formian society is a strict matriarchy. Though each hive\xe2\x80\x99s queen is theoretically independent and her rule absolute, allegiances are common between hives, and less powerful hives often grudgingly defer to more powerful matriarchs. Hundreds of worker and warrior formians serve even the smallest of hives. Larger hives number in the tens of thousands and have complex tunnel systems with interwoven corridors connecting territories that might span over hundreds of square miles on the surface alone. Each formian hive is designed primarily to protect the queen. Approaching the center of the hive can be exceedingly difficult. Paths are designed deliberately to lead encroachers away from the queen\xe2\x80\x99s hidden lair. In addition to deceptive corridors, formians often build traps and place complex magical protections, decoys, and illusions to protect the queen\xe2\x80\x99s inner sanctuary. \n'b' Formian Queens . Evolved to procreate on a massive scale, a formian queen is barely able to move under her own power. On the rare occasions she leaves her throne, a small army of workers assist and defend her, but formian queens are by no means defenseless. They are massive and powerful beings and have the ability to possess any worker or warrior in the hive. A queen uses these thralls as her eyes and ears and can cast spells through them. Creatures that invade a hive might find themselves the equals of the queen\xe2\x80\x99s myrmarchs and taskmasters only to be laid low when a mere worker unleashes the queen\xe2\x80\x99s tremendous magical power, employing the full force of her cunning and wrath. \n'b' Formian Myrmarchs . Larger than typical warriors, formian myrmarchs are the chief guardians of the hive. They serve as trusted advisors to the queen and as generals of her armies. \n'b' Formian Warriors . Warriors are the formians outsiders most frequently encounter. The warriors of the hive follow the orders of the myrmarch and defend the hive from all encroachers. They also serve as hunters within formian lands and protect workers that venture beyond the hive. \n'b' Formian Taskmasters . Taskmasters serve the queen as overseers of projects that require greater intelligence and more liberated thinking than workers possess. Each taskmaster oversees workers bred with specific skills, directing tasks like expanding tunnels, repairing damage to the hive, or undermining the lands of dangerous creatures. \n'b' Formian Workers . Workers are by far the most common formians, and perform a vast number of basic tasks, but they avoid interacting with those outside their hive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Worker \n'b' Family: Formian \n'b' Medium aberration , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 21 (4d8 + 3) Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages Common, telepathy 60 ft. Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Swarm Tactics . The formian has advantage on an attack roll against a creature if at least one other formian ally is within 5 feet of the creature and the ally is not incapacitated. If a formian makes an attack with advantage and hits, the target must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Surefooted . The formian has advantage on saving throws versus being knocked prone . \n'b' Loadbearer . The formian can carry up to 400 pounds without being encumbered. It can push or drag up to 800 pounds, but its speed drops to 20 ft. When moving with a grappled creature, the formian\xe2\x80\x99s speed is not halved. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The formian makes one Bite attack and one Sting attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and the target must make a DC 12 Constitution saving throw. On a failure, the target takes 4 (1d8) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned . \n'b'\n'b' About \n'b' These lowest-caste formians stand a little taller than a large dog, and their small mandibles are better equipped for slicing leaves and cutting fruit from the vine than carving into flesh. Regardless, many humanoids find the sight of these centaurlike ant creatures intimidating. Their iridescent chitin is nearly featureless, marked only by small scarring as they age and a series of markings on their chest. A few more accomplished formian workers bear small gems proudly glued to their carapace, tokens granted them by taskmasters for particularly impressive accomplishments. \n'b' Formian workers are the backbone of the hive. They produce and harvest all food, perform all mining and tunneling, aid the taskmasters in the crafting of goods, and perform all other menial labor. Formian workers grow fast and learn quickly within the hive mind. Shortly after it leaves its larval stage, a formian is assigned to a senior worker who teaches it a trade, and by the end of the second year, a formian worker is a productive member of the hive. Workers live 20-30 years, and older workers are assigned lighter or more skilled work in order to give them capacity to train the young formian workers. \n'b' Workers are hatched in large batches and given a clutch name, usually based on a well-regarded formian of the previous generation. Only when they leave their larval stage are workers given a unique number carved into their carapaces, which is used in place of an individual name. Workers parrot the taskmasters in many things; they denote accomplishments on their carapaces and even have duels (though duels among workers almost never involve death). Rarely, a particularly remarkable worker will be called out for special attention by their taskmaster, and these workers are presented to the queen and given a proper name of their own. \n'b' Workers flee from combat unless they are ordered by a taskmaster or myrmarch to attack intruders. If a hive is invaded, formian workers might be used as diversions or to undermine or collapse tunnels on invading enemies. If forced into a direct fight, they usually spend most of their efforts assisting a warrior or myrmarch, though they make good use of mining picks or alchemist\xe2\x80\x99s fire if they are cornered.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Weasel (Giant) \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 9 (2d8) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 4 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell : The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Formian Worker \n'b' Family: Formian \n'b' Small monstrosity , lawful neutral \n'b' Armor Class 12 (natural armor) Hit Points 19 (3d8 + 6) Speed 40 ft., burrow 10 ft., climb 10 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 15 (+2) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances psychic Skills Perception +1 Senses blindsense 30 ft., darkvision 60 ft., passive Perception 11 Languages Common; telepathy 60 ft. \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Able Assistant . A formian worker can use the Help action as a bonus action to assist any other formian worker. Burden Bearer. A formian worker can carry double the normal load for a creature of its Strength , and it has advantage on Strength checks made to lift, carry, or move heavy objects \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, 5 ft. reach, one target. Hit : 4 (1d6 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' Giant, antlike expansionists with an alien hive intelligence, formians are not evil, but they are aggressive in the propagation of their kind into new territories, including new worlds they encounter through interplanetary portals. The formian homeworld is a lush green jungle planet teeming with life both above and below ground level. Formian hives create vast tunnel systems, turning the subsurface of the planet into a honeycomb-like structure. After colonizing every habitable piece of land on their home world, formians looked to the stars for additional lands to infest. \n'b' Expansionistic Colonists . This instinct to expand and propagate often causes conflict with their neighbors. Though the formians believe it is their right to annex into new areas, they have no patience for those who move into theirs. Formians claim and fiercely defend verdant areas of land around their hive because much of the hive\xe2\x80\x99s nutritional needs are supplied by surface agriculture and hunting. In spite of this, intruders often don\xe2\x80\x99t even notice they have entered formian territory. The ground above a formian hive appears unoccupied-formians conceal entrances to their hives and prefer harvesting fruits and berries in a way that leaves the land largely untouched. Meat that lands on formian tables typically comes from expeditions to drive off or hunt predators. Formians of the warrior caste organize these campaigns and these warriors have little patience for poachers. \n'b' Matriarchal . Formian society is a strict matriarchy. Though each hive\xe2\x80\x99s queen is theoretically independent and her rule absolute, allegiances are common between hives, and less powerful hives often grudgingly defer to more powerful matriarchs. Hundreds of worker and warrior formians serve even the smallest of hives. Larger hives number in the tens of thousands and have complex tunnel systems with interwoven corridors connecting territories that might span over hundreds of square miles on the surface alone. Each formian hive is designed primarily to protect the queen. Approaching the center of the hive can be exceedingly difficult. Paths are designed deliberately to lead encroachers away from the queen\xe2\x80\x99s hidden lair. In addition to deceptive corridors, formians often build traps and place complex magical protections, decoys, and illusions to protect the queen\xe2\x80\x99s inner sanctuary. \n'b' Formian Queens . Evolved to procreate on a massive scale, a formian queen is barely able to move under her own power. On the rare occasions she leaves her throne, a small army of workers assist and defend her, but formian queens are by no means defenseless. They are massive and powerful beings and have the ability to possess any worker or warrior in the hive. A queen uses these thralls as her eyes and ears and can cast spells through them. Creatures that invade a hive might find themselves the equals of the queen\xe2\x80\x99s myrmarchs and taskmasters only to be laid low when a mere worker unleashes the queen\xe2\x80\x99s tremendous magical power, employing the full force of her cunning and wrath. \n'b' Formian Myrmarchs . Larger than typical warriors, formian myrmarchs are the chief guardians of the hive. They serve as trusted advisors to the queen and as generals of her armies. \n'b' Formian Warriors . Warriors are the formians outsiders most frequently encounter. The warriors of the hive follow the orders of the myrmarch and defend the hive from all encroachers. They also serve as hunters within formian lands and protect workers that venture beyond the hive. \n'b' Formian Taskmasters . Taskmasters serve the queen as overseers of projects that require greater intelligence and more liberated thinking than workers possess. Each taskmaster oversees workers bred with specific skills, directing tasks like expanding tunnels, repairing damage to the hive, or undermining the lands of dangerous creatures. \n'b' Formian Workers . Workers are by far the most common formians, and perform a vast number of basic tasks, but they avoid interacting with those outside their hive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forsaken \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural) Hit Points 97 (15d8+30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7, Performance +3 Saving Throws Con +5, Int +4 Damage Immunities poison Condition Immunities exhaustion , poisoned Damage Resistances necrotic, bludgeoning, piercing, and Slashing from non-magical weapons Senses darkvision 120 ft., passive Perception 10 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fearful Gaze . Once per round as a bonus action, the forsaken can lock eyes with one target that can see it within 30 feet. That target must make a Charisma save (DC 14), becoming frightened of the forsaken on a failed save. The target can repeat the save at the end of each of their turns. If the target makes a save, they are then immune to this effect for 24 hours. \n'b' Dark Calling . Once per day, if reduced to \xc2\xbd its normal hit points , the forsaken can, as a bonus reaction , summon either 2d4 Giant Rats, 2d4 Giant Bats, or 1d4 Wolves. The creatures will try to protect the forsaken as best they can but are not guided by the creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . If the forsaken is not hugging a target, it can attack with two claw attacks and a bite attack. If the forsaken is hugging a target, it automatically does spine damage and may make a bite attack. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) slashing damage. If both claw attacks hit a target in a turn, the forsaken attempts to hug the target. The target must make a DC 17 escape check or be grappled and subject to spine damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) piercing damage. If the forsaken is hugging a target and hits with this attack , the forsaken heals itself for the same amount of damage it inflicts on its target. \n'b' Spines . If the forsaken starts its turn with a victim it is hugging, the target automatically takes 7 (2d6) necrotic damage as the creature\xe2\x80\x99s spines pierce its flesh and drain its life force. \n'b'\n'b' ABOUT \n'b' Tall and wiry, the forsaken resemble humans in their basic shape. Their bodies however are horribly malformed. Spikes grow from their sallow skin; some little more than nubs, others razor sharp and still others jagged and broken off. They bear the signs of their origins and chains and leather straps hang upon them, some attached, others not. They cloak themselves in ragged shrouds to hide their affliction. Their lips are sewn shut and their noses long rotted away. Their eyes are deep pools of black and fear. \n'b' Ravenous Hunters . The forsaken are driven by their constant hunger for flesh, animal, human or other. If they don\xe2\x80\x99t eat enough flesh, they rot from the inside out until their decay becomes such that they linger on only as a misshapen spirit, wracked with agony. Forsaken always travel in groups of five, four males and one female. They haunt dungeons and abandoned ruins, but the madness of their pain and needs often drive them to the cities and villages where they feed upon the hapless souls who wander across their paths. \n'b' Sly ambush . Forsaken use the female for bait, laying her upon the road where she moans through her mangled lips, trying to draw victims to her. While the intended victims are distracted, the other forsaken spring upon them, attacking from all sides. Forsaken never stop fighting, as their hunger drives them to kill or be killed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forsaken Priest \n'b' Medium undead , lawful evil\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 11 (+0) WIS: 24 (+7) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (breastplate, shield ) Hit Points 75 (10d8 + 30) Speed 30 ft. Saving Throws Wisdom +12, Charisma +7 Skills Perception +12, Persuasion +7, Religion +5 Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 22 Languages the languages it knew in life Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Acolytes . The forsaken priest has 2d4 + 2 acolytes with it at any time. On each of its turns, the forsaken priest can order one acolyte to take its turn immediately after the priest. The acolytes will fight to the death for the priest. \n'b' Spellcasting . The forsaken priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It requires no material components to cast its spells. The forsaken priest has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , mending , resistance , sacred flame \n'b' 1st level (4 slots) : bane , bless , inflict wounds \n'b' 2nd level (3 slots) : hold person , spiritual weapon , silence \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , protection from energy \n'b' 4th level (3 slots) : banishment , freedom of movement , locate creature \n'b' 5th level (1 slot) : contagion , flamestrike, raise dead \n'b'\n'b' Unhallowed . If damage would reduce the unhallowed to 0 hit points and it is not on holy ground, or has not had its true name and secret revealed, the unhallowed is reduced to 1 hit point instead. \n'b' Unholy Eminence . As a bonus action, the forsaken priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. \n'b' Actions \n'b' Multiattack . The forsaken priest makes two attacks with its mace. \n'b' Mace . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Tactics \n'b' The forsaken priest relies on its acolytes for initial defense, then might use animate dead to gain additional use from them. It will support the acolytes with bane , bless , and inflict wounds . If it gets into melee combat, it will use its unholy eminence to strengthen its mace attacks. \n'b' Description \n'b' There is no greater crime in the eyes of the gods than perfidy, when a priest forsakes their vows of obedience and uses their influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest principles of its patron deity and became a force of malevolence and temptation to any soul caught in its clutches. In appearance, it appears almost lifelike, but with its skin drawn taught over its bones. It still wears the vestments and symbols of its former office, but any holy power it had has long ago withered away, replaced by darker energies. \n'b' Inspiring Words . The creature appears to the uninitiated as a grand and dignified figure whose wisdom is vast and beyond reproach. It is always eager to lend an ear and offer advice, sowing seeds that will later blossom into poisonous thoughts and deeds. The forsaken priest inspires acts of brutality and greed wherever it goes. \n'b' Acolytes and Supporters . The false priest surrounds itself with fanatical acolytes and supporters who defend it with their lives. Few of them are truly evil \xe2\x80\x93 most are victims of the creature\xe2\x80\x99s manipulations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fossergrim \n'b' Medium fey , neutral \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Performance +7, Perception +5, Persuasion +7, Stealth +6 Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned , prone Senses darkvision \xc2\xa060 ft., passive Perception 15 Languages Common, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amphibious . The fossergrim can breathe air and water. \n'b' Aquatic Invisibility . If immersed in water, the fossergrim can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. \n'b' Magic Resistance . The fossergrim has saving throws against spells and other magical effects. \n'b' Water Bound . The fossergrim dies if it leaves the water to which it is bound or if that water is destroyed. \n'b' Actions \n'b' Fiddlestick . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 3) bludgeoning damage plus 4 (1d8) thunder damage. \n'b' Fiddle . The fossergrim plays its fiddle and chooses one of the following magical effects. Any creature within 60 feet of the fossergrim that can hear the fiddle must succeed on a DC 14 Wisdom saving throw or be affected as described below. Other fossergrims and creature that can\xe2\x80\x99t be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.\n'b'\n'b' Song of Charm . The creature is charmed by the fossergrim for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. \n'b' Song of Terror . The creature is frightened for 1 minute. \n'b' Song of Sleep . The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. \n'b' Song of Stone . The creature is paralyzed for 1 minute. \n'b' Song of Sorrow . The creature\xe2\x80\x99s speed is halved for 1 minute. In addition, the creature can\xe2\x80\x99t take reactions , and it can take either an action or a bonus action on its turn, not both. \n'b' Song of Doom . The creature takes 9 (2d8) psychic damage and has disadvantage on Constitution saving throws for 1 minute. \n'b' Song of Hope . The creature gains 10 temporary hit points . \n'b' Song of Animation . The fossergrim casts animate objects , requiring no components. Its spellcasting ability for it is Charisma . \n'b' Song of Waves . The fossergrim casts control water , requiring no components. Its spellcasting ability for it is Charisma . This use of the spell affects a cube of water no larger than 30 feet on a side. \n'b' Song of the Forest . The fossergrim casts animate objects on nearby plants, requiring no components. Its spellcasting ability for it is Charisma . It works just like the spell but animates plants instead. \n'b' Song of the Dance . The creature suffers the effects of irresistible dance for 1 minute. Its spellcasting ability for it is Charisma . \n'b'\n'b' About \n'b' This handsome man rises up out of a waterfall, seemingly untouched by its mists, with a fiddle at his side. \n'b' Fossergrim are fey who are exceptionally talented fiddlers. They are confined to waterfalls, where they use their music to lure the unwary. \n'b' An Appropriate Sacrifice . Legend has it that fossergrim can be convinced to share their talents with bards in exchange for a he-goat thrown with its head turned away into a waterfall that flows northward, or smoked mutton stolen from a neighbor\xe2\x80\x99s storage four Thursdays in a row. If there is not enough meat on the goat or the mutton, the fossergrim merely teaches the bard how to fiddle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chuul, Acheron-Corrupted \n'b' Family: Chuul \n'b' Large aberration , chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 93 (11d10 + 33) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 5 (\xe2\x80\x933) WIS: 11 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages understands Deep Speech but can\xe2\x80\x99t speak \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The chuul can breathe air and water. Lifeless Aura. The Acheron-corrupted chuul exudes an aura of deterioration and lifelessness that manifests as an unpleasant itching up to 20 feet from the chuul. Creatures in the aura other than fiends and Acheroncorrupted creatures can\xe2\x80\x99t regain hit points. \n'b' Sense Magic . The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its necrotic tentacles once. \n'b' Pincer . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn\xe2\x80\x99t have two other creatures grappled. \n'b' Necrotic Tentacles . One creature grappled by the corrupted chuul takes 10 (3d6) necrotic damage and must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The chuul regains hit points equal to the necrotic damage it deals. Until this poison ends, the target is paralyzed and its hit point maximum is reduced by the amount of necrotic damage it takes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The Acheron legion doesn\xe2\x80\x99t limit its depredations to the land but also drains the seas of life and vitality. Chuuls that lurk in lightless depths often embrace this corruption not only to survive but because it grants them the opportunity to demonstrate unparalleled mastery of the waters. Corrupted chuuls usually serve as amphibious warriors in the armies of the fiends but some are guardians of underwater strongholds. This monstrous crustacean is a sickly, sallow color, but its oversized claws clack together menacingly. \n'b' Acheron Corruption \n'b' Acheron corruption is usually embraced by creatures living in the desolate, barren wastelands that the Acheron legion produces, if only as a means to survive. While this legion controls an area, live births from any creatures are rare and produce corrupted creatures that grow to maturity with supernatural speed. Creatures with an Acheron corruption seem sickly and pale, and most have vacant, hollow gazes. \n'b' Acheron corruption grants the following trait. \n'b' Lifeless Aura . The Acheron-corrupted creature exudes an aura of deterioration and lifelessness that manifests as an unpleasant itching up to 20 feet from the creature. Creatures in the aura other than fiends and Acheron-corrupted creatures can\xe2\x80\x99t regain hit points or gain temporary hit points.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fountain of Misdeeds \n'b' The Fountain of Misdeeds is an Overseer of the Vigilant Council tasked with determining whether the actions of an individual are considered good within the eyes of the Council. \n'b' The Fountain of Misdeeds is known to sink ships to judge sailors who cross the sea, delivering those he deems worthy to safety, and condemning the unworthy to the Trenchant Vaults. The Throne of the Deeps resides in a bubble of living glass, a castle beneath the waves. \n'b' Large elemental , true neutral \n'b' Armor Class 18 (natural armor) Hit Points 297 (22d10 + 176) Speed 30 ft., fly 60 ft., swim 90 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 26 (+8) INT: 18 (+4) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Wisdom +9, Charisma +9 Damage Resistances acid, cold, lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14 Languages Aquan, Common Challenge 16 (15000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) If the Fountain of Misdeeds fails a saving throw, he can choose to succeed instead. \n'b' Amphibious . The Fountain of Misdeeds can breathe both air and water. \n'b' Elemental Demise . If the Fountain of Misdeeds dies, his body disintegrates into a burst of bubbles, leaving behind only equipment he was wearing or carrying. \n'b' Fluid . When moving, the Fountain of Misdeeds may turn some or all of his body into bubbles. While in this form, he can move through nonmagical water without disturbing it. Movement made while he is bubbles does not provoke attacks of opportunity. Upon completing his movement, the Fountain of Misdeeds returns to his normal form. If he is in the air when this occurs, he can hover without falling. \n'b' Torrent . If the Fountain of Misdeeds has any Legendary Actions remaining at the start of his turn after his first, attacks he makes during this turn may target an additional creature that is adjacent to the first target, and they deal an additional 2d6 bludgeoning damage. \n'b' Innate Spellcasting . The Fountain of Misdeed\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17). The Fountain of Misdeeds can innately cast the following spells, requiring no material components: At will: create or destroy water , detect evil and good , detect magic , fog cloud , purify food and drink 3/day each: tongues , water breathing , water walk 1/day each: conjure elemental (water elemental only), control water , gaseous form , invisibility , plane shift . \n'b' Actions \n'b' Multiattack . The Fountain of Misdeeds makes two gavel attacks or uses his Water Burst ability twice. \n'b' Gavel . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 20 (4d6+6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 17 Wisdom saving throw or become charmed until the end of its next turn. \n'b' Water Burst . Ranged Weapon Attack : +11 to hit, range 60/120 ft., one target. Hit : 15 (2d8+6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 17 Dexterity saving throw or suffer disadvantage on its next attack roll before the end of its next turn. \n'b' Geyser . The Fountain of Misdeeds targets a creature. That creature and all creatures within 5 ft. must succeed on a DC 17 Dexterity saving throw or suffer 2d6 cold damage, be tossed 4d10 feet in the air, and become drenched until the end of their next turn. \n'b' Legendary Actions \n'b' The Fountain of Misdeeds can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. \n'b' The Fountain of Misdeeds regains spent legendary actions at the start of his turn. \n'b' Attack . The Fountain of Misdeeds makes one gavel attack or one water burst attack . \n'b' Whirlpool . The Fountain of Misdeeds moves up to his speed, and one creature within 30 ft. of him must make a DC 17 Strength saving throw or be pulled 20 ft. toward the Fountain of Misdeeds. \n'b' Drown (Costs 2 Actions) . A creature that is drenched must succeed on a DC 17 Constitution saving throw or become paralyzed and instantly run out of breath. A drowning target may make a new saving throw at the end of each of their turns. \n'b' Lair Actions \n'b' When fighting inside his lair, the Fountain of Misdeeds can invoke the magic of his home to take lair actions . On initiative count 20 (losing initiative ties), The Fountain of Misdeeds takes a lair action to cause one of the following effects:. \n'b' The Fountain of Misdeeds can summon roiling mist to completely engulf a 120- foot radius area. The area becomes heavily obscured and extremely slippery, causing the area to become difficult terrain . \n'b' The Fountain of Misdeeds can call forth the latent siren songs imbued in the Throne of the Deep. The Fountain of Misdeeds may cast a DC 17 confuse. He cannot use this lair action again until he has used a different one. \n'b' The Fountain of Misdeeds causes water jets to erupt in up to 5 locations within 60 ft. of each other. Each water jet fires in a 60 ft. line that is 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and, if it is Huge or smaller, is pushed 20 feet away from the source of the jet and knocked prone . On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone . The Fountain of Misdeeds cannot use this lair action again until he has used a different one. \n'b' Throne of the Deep \n'b' The Fountain of Misdeeds passes judgment from his Throne of the Deep, nestled within an ever-changing bubble of living glass. The glass creates new buildings, passageways, and mazes at a whim, sometimes sealing off entire sections of the dwelling and allowing water to flood into others. Sirens aid in the creation of the Throne of the Deep and imbue it with their song.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fourth Harbinger: Death \n'b' Medium undead , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 225 (30d8+90) Speed 30 ft., fly 40 ft. (hover), mounted 60 ft. (fly 90 ft.)\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 17 (+3) WIS: 15 (+2) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Int +10, Wis +9 Skills History +17, Insight +9, Perception +9, Religion +17 Damage Resistances cold, psychic; bludgeoning, piercing, and slashing Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 19 Languages all Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Death\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22). Death can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : chill touch , speak with dead \n'b' 3/day each : circle of death , detect thoughts , plane shift \n'b'\n'b' Legendary Resistance (3/Day) . If Death fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Death has advantage on saving throws made against spells and other magical effects. \n'b' Nightmares . Death can use a bonus action to summon a nightmare that is under its control. \n'b' Turn Resistance . Death has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces Death to 0 hit points , it must make a Constitution saving throw with a DC equal to the damage taken. On a success, Death drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Death uses its Frightful Presence and attacks three times. \n'b' Reap . Melee Spell Attack : +14 to hit, reach 10 ft., one target. Hit : 17 (3d6+7) magical slashing damage plus 28 (8d6) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. \n'b' Rip Life . Ranged Spell Attack : +14 to hit, range 100/200 ft., one living creature. Hit : 25 (4d8+7) psychic damage plus 27 (6d8) necrotic damage. \n'b' Animate Servants (Recharge 6) . Death conjures 1d4 vampires or a mummy lord each in an unoccupied square within 30 feet. \n'b' Frightful Presence . Each creature of Death\xe2\x80\x99s choice that is within 60 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Death\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Death can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Death regains spent legendary actions at the start of its turn. \n'b'\n'b' Death Ripple . Lifeless energies radiate from Death in a 60-foot radius. Until the end of Death\xe2\x80\x99s next turn, creatures within the area cannot regain hit points . \n'b' Reaper (Costs 2 Actions) . Death makes an attack . \n'b' Disrupt Life (Costs 3 Actions) . Each non-undead creature within 20 feet of Death must make a DC 22 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failure by 5 or more, a creature\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic taken. The creature dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fowlbear \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Charge . If the fowlbear moves at least 20 feet straight toward a target and then hits it with a claws attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Keen Sight and Smell . The fowlbear has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Actions \n'b' Multiattack . The fowlbear makes two attacks: one with its beak and one with its claws. \n'b' Beak . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage plus 3 (1d6) poison damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' About \n'b' As you walk down a darkened alley, you hear scratching sounds echoing against the walls. Then you see a large beast, unlike anything you\xe2\x80\x99ve seen before. \n'b' It looks like a terrifying version of the owlbear . The fowlbear is just that, a dark version of its cousin. \n'b' Wild One . These monsters are wild and mostly hunt at night. Most of them run amok, but there are stories of some being controlled by strange wizards. A few citizens have even sighted fowlbears in other parts of the city at night. \n'b' Arcane Enemies . For some reason, they hate spellcasters and seem to be able to smell them. They will attack spellcasters on sight if they come into contact with them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fox \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 4 (-3) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses passive Perception 11 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Scent . The fox has advantage on all perception checks involving scent. \n'b' Ambush . The fox has advantage on all stealth checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 4 (1d4+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Foxes are renowned as clever animals, able to avoid the hunter\xe2\x80\x99s hounds which seek them for their valuable furs. They are most active at night but are occasionally active during the day. Their tails are always tipped white, while their legs, feet, and tips of the ear are always black. The rest of their coat, however, is varied in color, most commonly red, though silver and platinum foxes are also known. Foxes avoid battle if they can. If cornered, they can deliver a wicked bite.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fox, Arctic \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Senses passive Perception 14 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' Special Traits \n'b'\n'b' Arctic Camouflage . The arctic fox\xe2\x80\x99s snow-white coat grants it a degree of camouflage in snowy terrain. When in snow or ice, the fox has advantage on Stealth rolls. \n'b' Keen Senses . The arctic fox has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Thick Fur . The arctic fox\xe2\x80\x99s fur provides them excellent protection from the cold. Arctic foxes can tolerate temperatures as low as ?50 degrees Fahrenheit without any additional protection. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 1 piercing damage. \n'b'\n'b' About \n'b' The arctic fox is a snowy white vulpine. Resembling a fluffy fox, the arctic fox is an excellent hunter and adept and running through snow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Foxfolk Noble \n'b' Small humanoid (foxfolk, ozian), lawful neutral \n'b' Armor Class 12 Hit Points 28 (8d6) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 10 (+0) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4, Survival +5 Senses darkvision 30 ft., passive Perception 15 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The foxfolk has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Spellcasting . A foxfolk noble is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). It has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , mage hand , mending \n'b' 1st level (4 slots) : charm person , detect magic , expeditious retreat , sleep \n'b' 2nd level (3 slots) : enhance ability , suggestion \n'b' 3rd level (3 slots) : bestow head, counterspell, dispel magic \n'b' 4th level (2 slots) : confusion , create feast \n'b'\n'b' ACTIONS \n'b'\n'b' Scepter . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the foxfolk noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the foxfolk noble . A creature can benefit from only one Leadership die at a time. This effect ends if the foxfolk noble is incapacitated . \n'b'\n'b' ABOUT \n'b' This fox wears a green jacket and yellow pantaloons, and its little round cap and high boots are a bright red color. \n'b' There is a big red bow tied about the middle of its long, bushy tail. The foxfolk is armed with a wooden sword having an edge of sharp teeth set in a row. \n'b' Foxfolk are foxes that work hard to be civilized in manner and appearance. Despite their apparent civilized society, they are still foxes, and eat what foxes like to eat, which inevitably involves some sort of fowl. They are led by King Renard IV, who feels being a fox is a pinnacle of achievement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal Lord, Bat King \n'b' Family: Animal Lords \n'b' Small fey (shapechanger), neutral \n'b' Armor Class 17 (natural armor) Hit Points 150 (20d6 + 80) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 19 (+4) INT: 19 (+4) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Constitution +9, Wisdom +8, Charisma +8 Skills Acrobatics +15, Arcana +14, Deception +8, History +14, Nature +14, Perception +8, Stealth +15, Survival +8 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic, thunder Condition Immunities charmed , exhaustion , frightened , incapacitated, poisoned , stunned Senses blindsight 60 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Bat Passivism . No bats or werebats can willingly attack the Bat King. They can be forced to do so through magical means. \n'b' Keen Hearing . The Bat King has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Legendary Resistance (3/day) . If the Bat King fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The Bat King has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Bat King\xe2\x80\x99s weapon attacks are magical. \n'b' Rejuvenation . If he dies, the Bat King\xe2\x80\x99s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bat on the Material Plane which becomes the Bat King with all of the hp and abilities thereof. Only killing every bat on the Material Plane will prevent this trait from functioning. \n'b' Shapechanger . The Bat King can use his action to polymorph into a Medium dark-skinned, bearded human man of slight stature, into a Medium bat-humanoid hybrid, or back into his true Small bat form. His statistics, other than his size, are the same in each form with the exception that only the Bat King\xe2\x80\x99s hybrid and bat forms retain his flying speed. Any equipment he is wearing or carrying transforms with him. \n'b' Speak to Bats . The Bat King can communicate with bats as if they shared a language. \n'b' Innate Spellcasting . The Bat King\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : pass without trace , shatter , thunderwave \n'b' 3/day each : darkness , scrying \n'b' 2/day each : etherealness , freedom of movement \n'b' 1/day each : astral projection , teleport \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The Bat King makes two melee attacks . \n'b' Blood Bite (Bat or Hybrid Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 22 (5d6 + 5) piercing damage. If the target is a humanoid , it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy. \n'b' Oblivion\xe2\x80\x99s Mace (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (4d4 + 5) bludgeoning damage. \n'b' Screech (Recharge 5-6) . The Bat King lets loose an ear-shattering screech in a 20-foot cone. Each creature in that area that can hear the screech must make a DC 18 Constitution saving throw. On a failure, the creature takes 33 (6d10) thunder damage and is deafened for 1 minute. On a success, the creature takes half the thunder damage but isn\xe2\x80\x99t deafened . This attack deals double damage to objects and structures. \n'b' Summon Bats (2/day) . The Bat King magically calls 2d4 swarms of bats. In an urban environment, he can call 1 werebat instead. The called creatures arrive in 1d4 rounds, acting as allies of the Bat King and obeying his spoken commands. The creatures remain for 1 hour, until the Bat King dies, or until the Bat King dismisses them as a bonus action . \n'b'\n'b' Legendary Actions \n'b' The Bat King can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Bat King regains spent legendary action at the start of his turn. \n'b'\n'b' At Will Spell . The Bat King casts one of his at will spells. \n'b' Detect . The Bat King makes a Wisdom ( Perception ) check. \n'b' Flight (Bat or Hybrid Form Only) . The Bat King flies up to his flying speed without provoking opportunity attacks. \n'b'\n'b' About \n'b' A dark-skinned man of smallstature wearing a voluminous gray robe squints about curiously, his upturned nose doing the expression no favors. With his thick, black hair and beard worn close-cropped, he looks to be some sort of monk or scholar. \n'b' The Bat King is the eternal enemy of the demon lord of bats. Their struggle takes place in forms and areas largely invisible to daylight-dwellers but is fierce nonetheless. While the demon lord of bats rules the underworld and fire, the Bat King\xe2\x80\x99s followers are found in forests, jungles, and caverns closer to the surface. Some cults of the demon lord of bats seek to capture and corrupt the Bat King\xe2\x80\x99s followers, turning ordinary animals into the skin bats and giant vampire bats found in service to various cults. The Bat King strives to keep his people free of their malign influences and seems to have an informal alliance with the Bear King and the bearfolk in the Shadow Realm and elsewhere. \n'b' Redeemer . The sworn foe of the demon lord of bats, the great corruptor of his children, the Bat King spends much of his time devising ways to dispatch the demon lord\xe2\x80\x99s many servants. His time in human form is spent conducting research to that end. He does, however, make good use of his bat form when eavesdropping. \n'b' Hit and Run . Traveling from land to land, searching the libraries and vaults of the great cities for anything that will aid him in his task, the Bat King returns often to the cities nearest to the jungles of the world. On that border between civilization and savagery, he flits to and fro, striking and fleeing. He has been killed many times, but his enemies have never dispatched him permanently. \n'b' Secret Ally . The Bat King knows his limits and is always looking to form alliances of mutual interest against his foes. He rarely reveals his identity to allies for the safety of all involved but is otherwise straightforward in his dealings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Foxfolk, Soldier \n'b' Small humanoid (foxfolk, ozian), lawful neutral \n'b' Armor Class 12 Hit Points 7 (2d6) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4, Survival +4 Senses darkvision 30 ft., passive Perception 14 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Keen Hearing and Smell . The foxfolk has advantage on Wisdom ( Perception ) checks that rely on hearing or smell \n'b'\n'b' ACTIONS \n'b'\n'b' Sawtooth Sword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Musket . Ranged Weapon Attack : +4 to hit, range 40/120 ft., one target. Hit : 8 (1d12 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This fox wears a green jacket and yellow pantaloons, and its little round cap and high boots are a bright red color. \n'b' There is a big red bow tied about the middle of its long, bushy tail. The foxfolk is armed with a wooden sword having an edge of sharp teeth set in a row. \n'b' Foxfolk are foxes that work hard to be civilized in manner and appearance. Despite their apparent civilized society, they are still foxes, and eat what foxes like to eat, which inevitably involves some sort of fowl. They are led by King Renard IV, who feels being a fox is a pinnacle of achievement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Foxin \n'b' A long-eared fox-like fey creature sits serenely, its fur the color of morning\xe2\x80\x99s first light. \n'b' Small fey , neutral \n'b' Armor Class 14 (natural armor) Hit Points 16 (3d6 + 6) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages understands Common and Sylvan but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Senses . The foxin has advantage on Wisdom ( Perception ) checks that rely on sight, hearing, or smell. \n'b' Neutral Presence . A foxin naturally emits an air of total belonging. It doesn\xe2\x80\x99t go unnoticed, but other creatures always behave as though the foxin\xe2\x80\x99s presence is normal and unobtrusive. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Illusory Calm . The foxin targets any number of non-foxin creatures within 30 feet. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be treated as charmed against all enemies and dangers for 1 minute. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the foxin\xe2\x80\x99s Illusory Calm for the next 24 hours. A creature has advantage on the saving throw if it suffers any harm while charmed . Some wild foxin on the Material Plane do not display the Illusory Calm ability. Whether this trait is missing in certain generations or merely dormant is unknown. These foxin are called \xe2\x80\x9cdomesticated\xe2\x80\x9d by other fey creatures, though only in rare cases would a foxin be considered anyone\xe2\x80\x99s pet. \n'b' About \n'b' Foxin come in a myriad of vibrant colors. Sometimes referred to as \xe2\x80\x9cthe morning calm,\xe2\x80\x9d they cause an unnatural sense of false tranquility. \n'b' Serene Purpose . Foxin were originally created by a benevolent fey as a companion to healers. A foxin\xe2\x80\x99s natural aura can remove pain, fear, and discomfort, providing a pleasant illusion to those hurt or dying. \n'b' Problematic Power . The foxin\xe2\x80\x99s natural calming ability erases any perception of danger or harm. One could be attacked or imperiled in a foxin\xe2\x80\x99s presence and remain blissfully unaware, smiling contentedly until it was too late. \n'b' Potential Misuse . An army with a foxin as an ally could decimate its enemies without resistance. Happily, foxin are difficult to convince to participate in such atrocities. Their desires are individual and unpredictable. Their motives are often inscrutable; they manifest their powers at random or for their own amusement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fragrant One \n'b' Small fey , chaotic neutral \n'b' Armor Class 11 Hit Points 45 (13d6) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 7 (-2) DEX: 12 (+1) CON: 10 (+0) INT: 18 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +4, Cha +6 Skills Deception +8, Insight +4, Perception +4, Persuasion +8 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Sylvan, telepathy 60 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Fragrant Aura . The fragrant one emits a cloud of sweet-smelling pheromones within 20 feet of it. A giant, humanoid, or beast that starts its turn inside the aura must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw three times in 1 hour, it is charmed for 1 day and obeys the fragrant one\xe2\x80\x99s verbal or telepathic commands. If the creature suffers harm from the fragrant one or its allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. The fragrant one can have no more than six creatures charmed at a time. The fragrant one can end its charm on a creature at any time (no action required). If the fragrant one has six creatures charmed and a seventh creature fails its saving throw, the fragrant one can choose to release its charm on another creature to replace it with the new creature or to have the new creature unaffected by the aura. \n'b' Strength in Numbers . The fragrant one grows more powerful when it has charmed allies. For each charmed ally within 20 feet of it, the fragrant one gains 5 temporary hit points , its Armor Class increases by 1, and it deals an extra 2 (1d4) psychic damage when it hits with any attack . Temporary hp gained from this trait replenish every 1 minute. \n'b' Actions \n'b' Phrenic Antennae . Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn. \n'b' Reactions \n'b' Interpose Ally . When a creature the fragrant one can see targets it with an attack , the fragrant one can force a charmed ally within 5 feet of it to move between it and the attack. The charmed ally becomes the target of the attack instead. If the charmed ally takes damage from this attack, it can immediately repeat the Fragrant Aura\xe2\x80\x99s saving throw, ending the charmed condition on itself on a success. \n'b' About \n'b' A pale yellow and green slug-like creature with a benign expression on its round human face sits atop a large mushroom. \n'b' Long antennae wave atop its bald head as its languid blue eyes observe its surroundings. \n'b' Fairytale Fey . A fragrant one is a whimsical and playful creature whose innocent and friendly demeanor hides a cunning intelligence. Fragrant ones feed on companionship and use their magical pheromones to inveigle themselves into the lives of other creatures, particularly woodland humanoids and giants. Strangely, a fragrant one knows nothing of real commitment or friendship, and all of its relationships are built on lies and deceptions. \n'b' Safety in Numbers . Fragrant ones are relatively weak when alone, barely having enough strength to fend off predators. \n'b' When in the presence of multiple charmed companions, however, a fragrant one becomes much more of a threat, its body growing thick chitinous plates and its antennae lengthening.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cikavak \n'b' Tiny fey , neutral \n'b' Armor Class 12 Hit Points 17 (7d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Damage Resistances acid, fire, poison Senses darkvision 60 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Telepathy . The cikavak can magically communicate simple ideas, emotions, and images telepathically with any creature that touches it and that can understand a language. \n'b' Speak with Beasts . The cikavak can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, range 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Silencing Squawk (Recharge 6) . The cikavak lets out a magical squawk in a 30-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or be deafened and unable to speak for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A dark gray comb flops atop the head of this remarkably ugly bird, and shapeless wattles dangle from its throat. \n'b' Dagger Beaks . Cikavaks use their elongated, dull-gray beaks to draw up nectar and other fluids\xe2\x80\x94or to stab with the force of a dagger. Although it requires great effort to call up these homely birds, the magic is surprisingly common, known among peasants and townsfolk as well as mages. Once summoned, they remain faithful to their masters until death. While cikavaks don\xe2\x80\x99t speak, they comprehend the Common tongue and can speak with animals to help their master. They often magically silence the cries of more melodious birds. \n'b' Potion Pouches . Cikavaks possess another odd ability: when fully distended, their ventral pouches hold up to half a gallon of almost any liquid. These resilient pouches take little or no damage from their contents, holding potions without ingesting them or even carrying acid without injury. Thieves make use of this ability, directing the birds to siphon up liquids, stealing honey from neighbors\xe2\x80\x99 beehives, as well as milk, beer, and wine. \n'b' The most audacious thieves send their birds into magicians\xe2\x80\x99 towers, alchemists\xe2\x80\x99 shops, or the local apothecary to seize mercury, phlogiston, and more exotic substances. The cikavaks carry these stolen fluids back to their owners in their pouches. While normally strong flyers, when laden with liquids, their flight is clumsy at best. \n'b' Folk Conjuration . To call a cikavak with folk magic rituals, a character must gather an egg from a black hen as well as 30 gp worth of herbs and colored chalks. Cast at sunset, the folk ritual requires half an hour and a successful DC 15 Intelligence ( Arcana ) check. The material components can be used multiple times, until the ritual succeeds. The hen\xe2\x80\x99s egg must then be carried and kept warm for 40 days. During this time, the ritual\xe2\x80\x99s caster must not bathe or be subject to any spell effects. \n'b' The ritual\xe2\x80\x99s feeble magic is immediately dispelled if the ritual\xe2\x80\x99s caster uses any other sort of magic item or casts a spell while incubating the egg.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fragrite \n'b' Lustrous sand rises from the dunes, forming a translucent crystalline figure. Moments later, it bursts into a shower of glass and begins wandering once more, only to repeat the cycle over again. A fragrite roams the desert confused and alone. Its unstable body exposes its chaotic, callow nature. \n'b' Medium elemental (shapechanger), chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 9 Languages Terran Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Sand Camouflage (Sand Form Only) . The fragrite has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b' Sand Glide (Sand Form Only) . The fragrite can burrow through sand without disturbing the material it moves through. \n'b' Shapechanger . As a bonus action , the fragrite can polymorph into a mass of sand or a glass humanoid . Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. While in sand form, the fragrite has a burrow speed of 50 feet, it can move through a space as narrow as 1 inch wide without squeezing, and it is immune to the grappled condition. While in glass form, the fragrite has vulnerability to thunder damage. \n'b' Actions \n'b' Multiattack . The fragrite makes two strike attacks. \n'b' Strike . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. If the fragrite is in its glass form and has less than half of its total hp remaining, this attack instead deals 16 (3d8 + 3) slashing damage. \n'b' Spontaneous Explosion (Glass Form Only; Recharge 5-6) . The fragrite explodes into shards of glass, reducing its hp by 5 (2d4). Each creature within 15 feet of it must make a DC 14 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one. The fragrite then polymorphs into its sand form. \n'b' About \n'b' Explosive Beginnings . When lightning strikes the earth and the conditions are just right, there is a chance for the sand to become glass.\xc2\xa0When this unlikely occurrence involves enough elemental magic, there is another chance for the vitrified mass to come to life. The awakening of a fragrite is jarring and alarming, even to itself. \n'b' Beware of Broken Glass . Though glass is brittle and easily broken, its razor sharp edges can cut deep. As the fragrite\xe2\x80\x99s form is chipped away by its enemies or its own volatile nature, its edges become more jagged and dangerous. \n'b' Elemental Nature . A fragrite doesn\xe2\x80\x99t require air, food, drink or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fraonth \n'b' Medium humanoid , neutral evil \n'b' Armor Class 12 Hit Points 91 (14d8+28) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5, Survival +4 Saving Throws Dexterity +5, Intelligence +3 Senses darkvision 30 ft., passive Perception 11 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Despair . The fraonth\xe2\x80\x99s visage is so horrifying, all who view it are revulsed. The first time a creature comes within 30 feet of the fraonth and can see the creature, they must make a Charisma save (DC 15) or have the frightened condition with respect to the fraonth. The target can repeat this save at the end of their turn unless they suffer this effect during their turn, in which case they have to wait until their next turn. A successful save will remove the frightened condition. A creature who makes a save against this effect is immune for the next 24 hours. Any beast that is not evil automatically fails this save. \n'b' Camouflage . The fraonth is incredibly skilled at hiding itself. It gains advantage to all Stealth checks within its own environment. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fraonth can strike twice per round with its claws. If it\xe2\x80\x99s Terrifying Maw is available, it can also use that. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit 5 (1d6+2) slashing damage. \n'b' Terrifying Maw (recharge 5-6) . The creature is able to open its mouth and project a target\xe2\x80\x99s image of hell directly to its face. The target must be within 5 feet of the fraonth. The target of this attack must make a Charisma save (DC 18) or be paralyzed . The target can repeat the save at the end of each of their turns to remove the paralyzed condition. However, if they remove the paralyzed condition they are considered incapacitated for one further round before completely recovering.\xc2\xa0 \n'b'\n'b' ABOUT \n'b' Fraonth are evil witches born of the dark musings of an evil god. They are bone-thin, with arms and legs that look little different than the leafless limbs of some long-dead tree. Their legs are four to five feet long with knobby knees, and their torsos are almost as long. Their arms are long, as thin as their legs, and drag along the ground when the creature walks. Their faces are lost in a mess of tangled, dark hair with long chins and sunken eyes. Their mouths are tiny and offer the only color in the creature\xe2\x80\x99s otherwise dark visage. Red as freshly spilled blood they cackle and mew as they wander. \n'b' Sadistic . These witches are particularly evil and enjoy tormenting the innocent, in particular children and widows. They move quickly on their long, stilt-like legs, peering into windows or over hedgerows to terrify people. They snatch up the unwary. If adults, the creature wrings their necks, pulling the head and torso apart and stretching the tissues near to the breaking point. Children they keep longer, oftentimes for weeks. For some demented reason, the creature mothers them, tormenting them with food, candy, and toys. The fraonth will torment her victims for days or weeks until an opportunity presents itself to snatch or slay a victim, or until boredom overcomes them. When they attack they use their claws to deadly effect while they pick a victim to use their terrifying maw attack on. Once an individual is prone and unable to defend themselves the fraonth strangles the life out of them. \n'b' Solitary Outcasts . They are always hunting for new victims to torment. To this end they dwell on the edges of the kingdoms of men, living in abandoned fields, forests, old wood sheds, barns, and the like. They are solitary and they never travel with others of their own kind, though they do speak a broken form of the common tongue and are able to converse with others. On rare occasions, usually during some celestial event of some import, a dozen or more of the fraonth gather together to exchange news and tales of happy hunting grounds. The fraonth are hated by any and all, good and evil, for these creatures are not discerning and can see nothing beyond their own desires.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fraughashar \n'b' Small fey , neutral evil \n'b' Armor Class 15 (leather armor, shield) Hit Points 22 (5d6 + 5) Speed 25 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Immunities cold Senses passive Perception 10 Languages Sylvan Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Deft Snow Walk . The fraughashar can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice and snow doesn\xe2\x80\x99t cost it extra movement. In addition, the fraughashar has advantage on Strength and Dexterity saving throws made against effects that would force it prone while in icy or snowy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fraughashar makes one Bite attack and one Dagger attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Frost Bolt . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 7 (2d4 + 2) cold damage. \n'b'\n'b' ABOUT \n'b' This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth. \n'b' The fraughashar are a race of short, tricky, cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces. \n'b' Sacred Rivers . The fraughashar view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. They are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders. \n'b' Chilling Tales . The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless. They kill anyone who enters their land.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Friendly Ghost \n'b' Medium undead , lawful good \n'b' Armor Class 12 Hit Points 55 (10d8 + 10) Speed 0 ft., hover 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, poison, radiant Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Aura of Protection . Any non-evil creature within 10 ft. of the ghost adds +2 to their AC. \n'b' Ethereal Sight . The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The ghost can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Magic Resistance . The ghost has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Radiant Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) radiant damage. \n'b' Etherealness . The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' About \n'b' Most folks are afraid of the denizens of the undead world. However, the friendly ghost only has good intentions. This creature is destined to remain in the mortal realm and assist others. They are often found in old castles or spacious manors. \n'b' Good Ghost . These ghosts were good-aligned creatures when they died. They know they have more work to do and go about it in a humble fashion. \n'b' Protective Nature . Friendly ghosts will always protect any non-evil creatures close to them. They will even seek out those individuals who are in danger. \n'b' This can complicate matters as those being protected don\xe2\x80\x99t always know the ghost\xe2\x80\x99s motives. \n'b' Undead Nature . A friendly ghost doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fright of Morbid Haunts \n'b' Large swarm of Medium aberrations , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 136 (21d10 + 21) Speed 30 ft., fly 10 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 13 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 120 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Reveal . When the fright\xe2\x80\x99s true nature is revealed, each creature within 60 feet of the fright that sees it and isn\xe2\x80\x99t construct or undead must make a DC 14 Charisma saving throw. On a failed save, the creature is poisoned with mind-staggering visions of the Distant Realm for 24 hours. On a successful save, the creature is immune to the effects of Alien Reveal for 1 week. A creature can repeat the save at the end of each of its turns. \n'b' Apparitional Visage . The fright is indistinguishable from Undead creatures like ghosts or specters. It counts as an undead for the purpose of features like the paladin \xe2\x80\x98s Divine Sense. A creature that is within 30 feet of the fright can use its action to make a DC 14 Intelligence ( Investigation or Religion ) check to learn the fright\xe2\x80\x99s true nature. \n'b' Radiant Absorption . Whenever the fright is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt. \n'b' Swarm . The fright can occupy another creature\xe2\x80\x99s space and vice versa, and the fright can move through any opening large enough for a Medium morbid haunt. The fright can\xe2\x80\x99t regain hit points or gain temporary hit points except from its Radiant Absorption trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fright makes two Ravage attacks and a Soul Swallow attack . \n'b' Ravage . Melee Weapon Attack : +8 to hit, reach 0 ft., one target in the fright\xe2\x80\x99s space. Hit : 14 (2d8 + 5) slashing damage, or 9 (1d8 + 5) slashing damage if the fright has half of its hit points or fewer. \n'b' Soul Swallow . The fright attempts to extract a fragment of the soul of a creature within 5 feet of it. The target must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points , the creature instantly dies and can\xe2\x80\x99t be resurrected with means other than the wish spell. \n'b' Grave Wail (Recharge 5-6) . The fright emits a horrid wail. Each creature within 30 feet of the fright that can hear it must succeed on a DC 14 Wisdom saving throw or take 27 (6d8) psychic damage and become stunned until the start of the fright\xe2\x80\x99s next turn. On a successful save, a creature takes half as much damage and is not stunned . \n'b'\n'b' REACTIONS \n'b'\n'b' Divine Gluttony . When a creature within 30 feet of the fright regains hit points , it must make a DC 14 Charisma saving throw. On a failed save, the creature doesn\xe2\x80\x99t regain hit points . The fright\xe2\x80\x99s next melee attack deals an additional 9 (2d8) radiant damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frog Prince \n'b' Medium humanoid (human, shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 49 (9d8 + 9) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Persuasion +6, Stealth +5 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The frog prince can breathe air and water. \n'b' Shapechanger . The frog prince can use an action to polymorph into a frog, giant frog, or back into his true human form. His statistics, except for size , are the same in each form. Any equipment he is wearing or carrying is transformed. He reverts to his true form if he dies. \n'b' Standing Leap . The frog prince\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Swamp Camouflage (in frog or giant frog form) . The frog prince has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The frog prince makes two melee attacks . \n'b' Tongue Lashing . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Frog Kiss . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) poison damage and the target must make a successful DC 12 Wisdom saving throw or turn into a frog for 1 hour. A kiss from an ally or any magic that removes curses, ends this effect immediately. If the target is killed in frog form, it reverts to its true form. \n'b' Ribbit (3/day) . The frog prince can ribbit loudly and any creatures within 30 ft. must make a successful DC 12 Wisdom saving throw or take 7 (2d6) force damage. \n'b'\n'b' ABOUT \n'b' Walking through a murky swamp, a party of adventurers hears something coming. Ducking behind a tree the heroes watch a giant frog turn into an attractive young man. \n'b' Peculiar Prince . The frog prince is a cursed creature. A nasty hag known as the Crocodile Queen cursed the handsome prince when he attempted to marry one of her daughters. Now the prince is lost in the queen\xe2\x80\x99s enormous swamp. \n'b' Back to Reality . This sensitive, romantic fellow wants his old life back. He is desperate and will do anything to reclaim his noble title.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frog Spawn of Tsathogga \n'b' Small aberration , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 16 (3d6 + 6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amphibious . The frog spawn can breathe air and water. \n'b' Keen Smell . The frog spawn has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The frog spawn has advantage on an attack roll against a creature if at least one of the frog spawn\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Standing Leap . The frog spawn\xe2\x80\x99s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. \n'b' Swarm Traits . The frog spawn can occupy another creature\xe2\x80\x99s space and vice versa. \n'b' Actions \n'b' Multiattack . The frog spawn makes two attacks: one with its bite and one with its tongue. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 4 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Tongue . Melee Weapon Attack : +4 to hit, reach 15 ft., one creature. Hit : 4 (1d4 + 2) slashing damage and 3 (1d6) poison damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal Lord, Brother Ox \n'b' Family: Animal Lords \n'b' Clad in a simple, plain robe, this creature has the head of a massive ox with wide, sweeping horns and short, dark fur covering its powerfully-muscled body. It stands as still as a statue on one of its feet with the other braced against its opposite knee. The only sound it makes is the deep, rhythmic rush of its breath. \n'b' Huge fey (shapechanger), lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 187 (15d12 + 90) Speed 60 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 22 (+6) INT: 17 (+3) WIS: 24 (+7) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Dexterity +9, Wisdom +12, Charisma +9 Skills Acrobatics +9, Athletics +10, History +8, Insight +12, Perception +12 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , incapacitated, poisoned , stunned Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Bovine Passivism . No bovine creatures or wereboars can willingly attack Brother Ox. They can be forced to do so through magical means. \n'b' Charge . If Brother Ox moves at least 20 feet straight toward a target and then hits it with a gore attack , the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' Legendary Resistance (2/day) . If Brother Ox fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Brother Ox has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Brother Ox\xe2\x80\x99s weapon attacks are magical. \n'b' Rejuvenation . If he dies, Brother Ox\xe2\x80\x99s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bovine on the Material Plane which becomes Brother Ox with all of the hp and abilities thereof. Only killing every bovine on the Material Plane will prevent this trait from functioning. \n'b' Shapechanger . Brother Ox can use his action to polymorph into a Huge ox, a Medium bald human with a short, dark beard, or back into his true Huge ox-headed humanoid form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him. \n'b' Speak with Bovines . Brother Ox can communicate with any bovine creature as if they shared a language. \n'b' Actions \n'b' Multiattack . In ox or human form, Brother Ox makes three melee attacks . In his true form, he makes three attacks: one with his gore and two with his unarmed strike. \n'b' Gore (Ox or True Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Unarmed Strike (Humanoid or True Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Ki Disruption (Recharge 6) . Brother Ox makes one unarmed strike against a creature to create an instability within the target\xe2\x80\x99s essence that lasts 2d8 days. This instability is harmless unless Brother Ox uses his action to end it early. To do so, Brother Ox and the target must be on the same plane of existence. Brother Ox can use this action again to force the target to make a DC 19 Constitution saving throw. On a failure, the target is reduced to 0 hp . On a success, it takes 55 (10d10) necrotic damage. \n'b' Reactions \n'b' Deflect Missiles (Humanoid or True Form Only) . When Brother Ox is hit by a ranged weapon attack , he can reduce the damage he takes by 25 (1d10 + 20). If this reduces the damage to 0, Brother Ox can catch the missile if it fits in one hand and he has one hand free. If Brother Ox catches a missile in this way, he can throw the missile as a ranged weapon attack as part of the same reaction . The missile has +10 to hit, with a short range of 30 feet and a long range of 60 feet. On a hit, it deals 18 (3d8 + 5) damage of a type appropriate to the missile. \n'b' Legendary Actions \n'b' Brother Ox can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Brother Ox regains spent legendary actions at the start of its turn. \n'b' Move . Brother Ox moves up to his speed without provoking opportunity attacks. \n'b' Wholeness . Brother Ox regains 10 hp , is cured of all diseases, and ends one effect lowering his ability scores or hp maximum. Brother Ox can\xe2\x80\x99t use this legendary action again until the end of his next turn. \n'b' Stunning Strike (Costs 2 Actions) . Brother Ox makes one unarmed strike. If it hits a creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn. \n'b' Brother Ox\xe2\x80\x99s Lair \n'b' Brother Ox\xe2\x80\x99s lair is a sprawling, stone monastery atop one of the tallest mountains in the world. The temple\xe2\x80\x99s interior is simply appointed and comfortable even for creatures not acclimated to life at extreme altitude. It contains a rock garden, martial arts practice areas, meditation chambers, a library of scrolls, sparse sleeping quarters with simple food and water, and a shrine dedicated to no particular gods. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), Brother Ox takes a lair action to cause one of the following effects; he can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' Brother Ox can alter the structure of the lair. A stone door, wall, or column appears or vanishes as Brother Ox desires. The alteration is permanent until Brother Ox uses this lair action again to revert it. Stone structures are composed of 5-foot-by-5-foot sections, have AC 17, 30 hp per 5-foot section, and are immune to poison and psychic damage. If a structure appears in a creature\xe2\x80\x99s space, the creature takes 3 (1d6) bludgeoning damage and is pushed to the nearest unoccupied space of its choice. Brother Ox can create any combination of structures totaling no more than three 5-foot-by-5-foot sections with each use of this lair action. \n'b' Brother Ox chooses one creature he can see within 100 feet. Brother Ox is invisible to the target creature until initiative count 20 on the following round. \n'b' Brother Ox strikes a great, spectral bell that appears for a brief moment. Each creature in a 30-foot cone extending from Brother Ox must make a DC 15 Constitution saving throw. On a failure, a creature takes 14 (4d6) thunder damage and is pushed 15 feet away from Brother Ox. On a success, the creature takes half the damage but isn\xe2\x80\x99t pushed. \n'b' Regional Effects \n'b' The region containing Brother Ox\xe2\x80\x99s lair is warped by his presence, which creates one or more of the following effects: \n'b' The area within 5 miles of the lair becomes prone to blizzards that obscure sight, and the terrain seems to shift and change as one travels. Ability checks made to avoid becoming lost are made with disadvantage, and magic that would point the way to a destination within 5 miles of the lair fails. Brother Ox can choose to render any number of creatures immune to this effect or to rescind that immunity at any time. \n'b' Creatures within 5 miles of the lair become more healthy and resilient to sickness. \n'b' Within the lair, circumstances are always perfect for meditation and reflection. A creature who meditates during a short rest regains the maximum number of hp when it spends hit dice and has advantage on its next Intelligence or Wisdom check made before finishing a long rest . If Brother Ox dies, these effects fade over the course of 1d10 days. \n'b' About \n'b' Of all the animal lords, Brother Ox is the most contemplative, and the least likely to act despite his great power. He stands over fifteen feet tall, is strong enough to crush boulders, and moves like grass in the wind. He smells faintly of musk and incense and wears simple, homespun clothing without embellishments or adornments. His only possession is a string of wooden prayer beads. If he ever had a name other than Brother Ox, no one living remembers it and Brother Ox himself isn\xe2\x80\x99t telling. \n'b' Endless Contemplation . Brother Ox lives atop the tallest mountain where the air is thin and bitter cold, filling his days with training, study, and contemplation to hone his physical and spiritual being. Despite the simple collection of books and scrolls he keeps, Brother Ox has gathered more knowledge than mortal scholars could dream. Chances are good that if a supplicant can reach Brother Ox, and convince him to help, there is almost no secret he can\xe2\x80\x99t uncover. \n'b' Enigmatic Guide . Despite his vast, potentially endless, well of knowledge, Brother Ox isn\xe2\x80\x99t motivated to hand these pearls of wisdom out to anyone who asks. However, he has accepted the presence of the occasional pilgrim, and rarely, takes a yakirian or other supplicant as a long-term student. Brother Ox is difficult to read and hasn\xe2\x80\x99t lost his composure in centuries. If a would-be knowledge-seeker can survive the mountain journey and successfully locate the monastery, it might have to wait weeks or even years for Brother Ox to acknowledge its presence. Then he moves only to set the supplicant on a series of strange, menial, dangerous, or perplexing tasks before granting a request. \n'b' Timeless Nature . Brother Ox doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frog, Giant Killer \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amphibious . The giant killer frog can breathe air and water. \n'b' Keen Smell . The giant killer frog has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Standing Leap . The giant killer frog\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The giant killer frog one Bite attack and two Claws attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' About \n'b' Killer frogs are similar to their dire cousins, except that they stand partially erect and use their front claws as well as their bite. Killer frogs are created by an evil mutation of dire frogs through a practice thought to be known only to the worshipers of Tsathogga. Killer frogs, being more humanoid in appearance, do not have adhesive tongues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cinder Knight \n'b' Medium elemental , neutral \n'b' Armor Class 18 (plate) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities paralyzed , poisoned , stunned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Common, Ignan Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Heat Aura . At the start of each of the cinder knight\xe2\x80\x99s turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the cinder knight or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b' Illumination . The cinder knight sheds dim light in a 15-foot radius. \n'b' Water Susceptibility . For every 5 feet the cinder knight moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b' Actions \n'b' Multiattack . The cinder knight makes two melee attacks . \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b' About \n'b' This intimidating figure stands unmoving, an immense sword clutched in its hands. Wisps of smoke rise from its blackened armor. \n'b' Cinder knights are elemental creatures composed completely of fire and encased in suits of irremovable armor. Over time, the armor adheres to the cinder knight\xe2\x80\x99s form, and the armor chars and blackens as the flames of the cinder knight\xe2\x80\x99s body scorch and burns it. Cinder knights dwell on the Plane of Fire among other fire elementals and creatures. The creature\xe2\x80\x99s true origins are unknown, but some believe the cinder knight to be an advanced form of fire elemental or perhaps a fire elemental punished for some transgression. \n'b' A cinder knight stands over 6 feet tall and weighs 200 pounds (without its armor, its true form weighs less). The creature\xe2\x80\x99s true form is never seen, for when a cinder knight dies, its fires extinguish, and it vanishes in wisps of smoke, leaving only its armor behind. The armor is extremely hot to the touch and deals 1d6 fire damage to any creature touching it. One hour after a cinder knight dies, the armor, while still warm, can be handled without taking damage. \n'b' A cinder knight rarely attacks using natural attacks, preferring the use of weapons in combat. Greatswords are the most common weapon, followed by mauls, longswords, and flails. Regardless of the weapon used, a cinder knight deals fire damage with its fire attack (a product of the creature itself and not the weapon).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frog, Resinous \n'b' Small beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 19 (3d6 + 9) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 9 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adhesive Skin . The resinous frog adheres to anything that touches it. A Medium or smaller creature adhered to the frog is also grappled by it (escape DC 12). When the frog moves, any Small or smaller creature it is grappling moves with it. In addition, when a creature hits the frog with a weapon, it must succeed on a DC 12 Strength saving throw or the weapon sticks to the frog. A stuck weapon can\xe2\x80\x99t be used. A creature can take its action to remove one creature or object from the frog by succeeding on a DC 12 Strength check. As a bonus action, the frog can release one creature or weapon stuck to it. The frog can\xe2\x80\x99t be affected by another resinous frog\xe2\x80\x99s Adhesive Skin. \n'b' Detach Tongue . As a bonus action, the resinous frog can detach its tongue and move up to half its speed without provoking opportunity attacks. If it was grappling a creature with its tongue, the creature is freed. Its tongue regrows by the time it finishes a short or long rest. \n'b' Easy Prey . The resinous frog has advantage on bite attack rolls against any creature grappled by it. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage. \n'b' Tongue . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 4 (1d4 + 2) bludgeoning damage. If the creature is Medium or smaller, it is grappled (escape DC 12), and the frog can\xe2\x80\x99t make tongue attacks against other targets. \n'b'\n'b' ABOUT \n'b' Resinous frogs secrete a fluid from their skin and tongues that adheres to most material, even if the frogs are in water. \n'b' Most creatures stuck to the frogs become exhausted in the struggle to break free, providing the patient frog a later meal. If the frog has a dangerous predator stuck to its tongue, it can detach its tongue and leave the predator behind while it escapes. The frogs\xe2\x80\x99 limited regenerative capabilities allow them to regrow lost tongues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frogfolk \n'b' Medium humanoid (frogfolk, ozian), neutral \n'b' Armor Class 13 (leather armor) Hit Points 26 (4d8 + 8) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Athletics +5, Arcana +5, History +5, Perception +4 Senses passive Perception 14 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The frogfolk can breathe air and water. \n'b' Standing Leap . The frogfolk\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Swamp Camouflage . The frogfolk has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The frogfolk makes two attacks: one with its cane and one with its bite. \n'b' Cane . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Croaked Decree (1/Day) . The frogfolk makes a loud pronouncement. Each ally within 60 feet of the frogfolk that can hear the pronouncement has advantage on its next attack roll. \n'b'\n'b' ABOUT \n'b' This frogfolk is dressed knee-breeches made of yellow satin plush, with trimmings of gold braid and jeweled kneebuckles; a white satin vest with silver buttons in which are set solitaire rubies; a swallow-tailed coat of bright yellow; green stockings and red leather shoes turned up at the toes and having diamond buckles. It wears a purple silk hat and carries a gold-headed cane. Over its eyes it wears great spectacles with gold rims. \n'b' Frogfolk are rare creations from a magical pool in Yip Country. The pool is surrounded by thick bushes and contains a magic skosh that transforms beasts into humanoids. It also makes them unusually intelligent. This makes them rather haughty; given they rarely travel far, their encounters with other species tend to be quite jarring.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Froghemoth \n'b' Huge monstrosity , neutral \n'b' Armor Class 14 Hit Points 175 (14d12 + 84) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 23 (+6) DEX: 13 (+1) CON: 23 (+6) INT: 2 (-4) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +5 Skills Perception +9, Stealth +5 Damage Immunities fire, lightning Senses darkvision 60 ft., passive Perception 19 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Amphibious . The froghemoth can breathe air and water. \n'b' Shock Sickness . Taking lightning damage causes the froghemoth to go into a torpor, mimicking the effects of the slow spell. This effect lasts until the end of the froghemoth\xe2\x80\x99s next turn. \n'b' Actions \n'b' Multiattack . The froghemoth makes up to two attacks with its tentacles, and it can use its bite or its tongue. \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 24 (4d8 + 6) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 16). While grappling a creature, the froghemoth cannot use that tentacle. The froghemoth has four tentacles. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) piercing damage and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained , has total cover against attacks and other effects outside the froghemoth, and takes 14 (4d6) acid damage at the start of each of the froghemoth\xe2\x80\x99s turns. The froghemoth can hold up to 2 Medium or smaller creatures in its gullet. If the froghemoth takes 30 damage or more during a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of its turn or disgorge all swallowed creatures, each of which falls prone within 20 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone . \n'b' Tongue . Melee Weapon Attack : +10 to hit, reach 30 ft., one target. Hit : 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 18 Strength saving throw or be pulled up to 25 feet to an unoccupied space adjacent to the froghemoth. The froghemoth can then make a bite attack against the creature as a bonus action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frogman \n'b' Medium aberration , neutral \n'b' Armor Class 14 (natural armor) Hit Points 84 (8d8 + 48) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 22 (+6) INT: 14 (+2) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Frogman, Undercommon Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The frogman can breathe air and water. \n'b' Keen Smell . The frogman has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Standing Leap . The frogman\xe2\x80\x99s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The frogman makes three attacks: two with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frost Corpse \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (mail cuirass) Hit Points 76 (8d8+40) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 20 (+5) INT: 5 (-3) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Senses passive Perception 11 Languages Nimothan, Low Atlantean Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cold Aura A creature that ends its turn adjacent to the frost corpse takes 4d6 cold damage. If a creature is adjacent to more than one frost corpse, it takes the damage once, but the damage is increased by 2d6 for each additional frost corpse beyond the first. \n'b' Path of Frost When a frost corpse moves, the spaces it travels through become difficult terrain for 2 rounds as hoary ice builds up in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The frost corpse makes two slam attacks. If both attacks hit the same target, then the target must succeed on a Str save (DC 16) or become restrained as ice forms around the target, immobilizing it. Breaking free of the ice requires an action and a Strength / Athletics check (DC 14). The ice can also be broken by dealing 15 points of damage to it, or any amount of fire damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 1d6+5 bludgeoning damage plus 4d6 cold damage. \n'b'\n'b' ABOUT \n'b' These corpses are covered in hoary frost and snow, but the suddenness of their movements and faint blue glow of their eyes are clear indicators of the unnatural. \n'b' Most frost corpses are content to lie dormant until intruders disturb them, but a few have built primitive altars to the nearby polar eidolon, and a rare few travel short distances away from the eidolon to run errands and perform simple tasks for it. They behave like zombies when awakened, but the frost corpses have at least a modicum of intelligence and can speak-though they use their voices only when speaking as the polar eidolon (see below). If the PCs encounter frost corpses, then a polar eidolon is near, and the frost corpses\xe2\x80\x99 battle tactics involve moving the PCs closer to the eidolon or keeping the PCs close once the eidolon reveals itself. Because they\xe2\x80\x99re a much lower-level monster than the eidolon itself, use them in large numbers to help the eidolon control the battlefield. \n'b' Because decomposition slows to a crawl in polar climates, many of the frost corpses are centuries or even millennia old. The eidolon cares little for wealth or the trappings of civilization, so frost corpses often have possessions (including maps and magic items) from bygone ages.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frost Lord \n'b' Medium fey , neutral evil \n'b' Armor Class 18 (frost armor) Hit Points 187 (22d8 + 88) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +11, Intelligence +10, Charisma +11 Skills Intimidation +11, Stealth +11 Damage Immunities cold Condition Immunities charmed Senses darkvision 60 ft., passive Perception 20 Languages Sylvan, Common Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Fey Step (Recharge 4-6) . As a bonus action, the frost lord can teleport up to 30 feet to an unoccupied space he can see. \n'b' Innate Spellcasting . The frost lord\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The frost lord can innately cast the following sorcerer spells, requiring no components.\n'b'\n'b' At will : charm person , detect thoughts , ray of frost \n'b' 3/day : bestow curse , cone of cold , counterspell , dispel magic , fog cloud , sleep , sleet storm \n'b' 1/day : banishment , confusion , dominate person , ice storm \n'b'\n'b' Magic Resistance . The frost lord has advantage on saving throws against spells and other magical effects. \n'b' Wintery Movement . The frost lord can travel through icy and snowy terrain with no penalty for difficult terrain . \n'b' Actions \n'b' Freezing Breath (Recharge 5-6) . The frost lord exhales a cold wind in a 60-ft. cone. Each creature in that area must make a successful DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the frost lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add d4 to its roll provided it can hear and understand the frost lord. A creature can benefit from only one Leadership die at a time. This effect ends if the frost lord is incapacitated. \n'b' Reactions \n'b' Frigid Rebuke . When the frost lord takes damage from a creature the frost lord can see within 30 feet of him, the frost lord can force that creature to succeed on a DC 19 Constitution saving throw or take 16 (3d10) cold damage. \n'b' About \n'b' The Frost Lord is the bitter son of the Snow Queen and brother to the ice princesses. His cold and distant mother has driven him further into the darkness of his own heart. All of his magic is contained in his ice wand. \n'b' Icy Mantle of Leadership . This dangerous arch fey serves the Snow Queen and the Winter Court. However, he is opposed to his mother\xe2\x80\x99s plot to overthrow the Queen of Darkness. In fact, he is prepared to act as a spy for his mother\xe2\x80\x99s rival. \n'b' Minions of Winter . A number of winter faeries and dark fey accompany the Frost Lord on his travels. Although, he spends most of his time in the Ice Palace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frost Maiden \n'b' Medium undead (fey), chaotic evil \n'b' Armor Class 15 (bark-like skin) Hit Points 48 (8d8 + 10) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +4, Intimidation +6, Nature +4, Perception +4, Survival +4 Damage Vulnerabilities fire Damage Immunities cold Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses passive Perception 14 Languages Druidic, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The frost maiden\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The frost maiden can innately cast the following spells as a 6th level spellcaster, requiring no material components:\n'b'\n'b'\n'b' At will : entangle \n'b' 3/day each : charm person , sleep \n'b' 1/day : suggestion \n'b'\n'b' Tree Dependent . Each frost maiden is anchored to the now-dead tree that served as their home as a dryad . The dead tree appears normal to all inspection, visual and magical. A frost maiden must never stray more than 300 yards from their tree, or they vanish from existence within 4d6 hours. \n'b' Turn Resistance . The frost maiden has advantage on saving throws against any effect that turns undead. \n'b'\n'b' Actions \n'b'\n'b' Icy Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 3 (1d6) cold damage. \n'b' Frozen Howl (Recharge 5-6) . The frost maiden roars and releases an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (5d8) cold damage on a failed save or half as much on a successful one. \n'b'\n'b' About \n'b' The long, dark winters of Fenrilik are murderous. \n'b' Should a dryad\xe2\x80\x99s sacred oak fall to the killing winds and snow, the dryad does not find death with its oak. Instead, it persists in a state of undeath that personifies winter\xe2\x80\x99s wrath: a frost maiden. \n'b' These cruel, pale imitations of their former gentle selves prowl around the corpse of their beloved oak. Cold emanates from the maiden\xe2\x80\x99s form. Pale, crumbling bark clings to ragged gray flesh. Dead, cracked leaves form a rustling halo around a starved face with deep-set, ice-blue, shining eyes that seek any source of warmth, hoping to consume its spark and taste life once again. \n'b' A frost maiden confuses and confounds opponents first, then subdues them in her grasping roots. Once held fast, the frost maiden unleashes her freezing scream, watching as the terror-filled eyes of a slowly freezing victim go wide, then glassy, then finally still.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frost Man \n'b' Medium elemental , lawful evil \n'b' Armor Class 13 (studded leather) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +2 Damage Vulnerabilities fire Damage Immunities cold Senses darkvision 60 ft., passive Perception 10 Languages Common, N\xc3\xb8rsk Challenge 1/2 (100 XP) \n'b' Actions \n'b' Morningstar . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +3 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Ice Blast (3/day) . As a bonus action, the frost man can use its action to remove his eye patch, blasting everything in a 30-foot cone with a freezing mist. All creatures in the area of the cone must make a DC 13 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a successful save. \n'b' About \n'b' This creature appears to be a human dressed in loosely fitted animal skins and furs. It wears a patch over one eye, and its hair is long and unkempt. A short, rough beard of dark hair covers its jaw. \n'b' Frost men are hunters that make their home in the cold regions of the world. Each carries his personal belongings in small sacks and takes them wherever he goes. A frost man\xe2\x80\x99s body radiates cold out to 30 feet, though not enough to deal damage. \n'b' There is much speculation on the society of frost men. Other beings only encounter them as lone males. Speculation suggests that there must be villages somewhere with women and children, perhaps buried deep in cold mountain caves. Tribes that are aware of frost men fear them greatly for their deadly talent and refer to them as \xe2\x80\x9cice demons.\xe2\x80\x9d Frost men appear in the outside world occasionally and wish only to go about their unknown business undisturbed. Anyone bothering them can expect to be attacked. A frost man usually opens combat with its ice blast before moving in to kill off anything not subsequently frozen to death. \n'b' Frost Man Characters \n'b' Your skin is as cold as your icy home. \n'b' Ability Score Increase . Your Strength score increases by 2, and your Constitution score increases by 1. \n'b' Age . A frost man ages in a similar fashion to humans, but lives a few years longer. \n'b' Alignment . Frost men tend to remain neutral, but almost always lawful. \n'b' Size . You are similar to humans in size . Your size is Medium. \n'b' Speed . Your base walking speed is 30. \n'b' Darkvision . Your race is accustomed to frozen, long-lasting nights. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can\xe2\x80\x99t discern color in darkness , only shades of gray. \n'b' Icy Heart . You know the ray of frost cantrip. Constitution is your spellcasting ability for this spell. In addition, you can use an action to instantly freeze a melee weapon or 5 pieces of ammunition for 1 minute. When you hit with the melee weapon or the ammunition, you deal additional damage equal to your Constitution modifier and it counts as magical. Once the ammunition has been used, it ceases to be enchanted by your icy heart. Once you have used this ability, you can\xe2\x80\x99t do so again until you take a long rest . \n'b' Survivor . You have cold resistance and suffer no ill effects from temperatures as cold as -20 degrees Fahrenheit, and you have proficiency in the Survival skill. \n'b' Languages . You can speak, read, and write Common and one other language of your choice.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal Lord, Lord of Vultures \n'b' Family: Animal Lords \n'b' Large fey (shapechanger), neutral good \n'b' Armor Class 17 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +8, Wisdom +7 Skills History +7, Insight +7, Perception +7 Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , incapacitated, poisoned , stunned Senses darkvision 120 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Bird Passivism . No bird or ravenfolk can willingly attack the Lord of Vultures. They can be forced to do so through magical means. \n'b' Danger Sense . The Lord of Vultures has advantage on Wisdom ( Perception ) checks and can\xe2\x80\x99t be surprised. \n'b' Legendary Resistance (3/day) . If the Lord of Vultures fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The Lord of Vultures has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Lord of Vultures\xe2\x80\x99s weapon attacks are magical. \n'b' Pack Tactics . The Lord of Vultures has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Rejuvenation . If he dies, the Lord of Vultures\xe2\x80\x99s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bird of prey on the Material Plane which becomes the Lord of Vultures with all of the hp and abilities thereof. Only killing every bird of prey on the Material Plane will prevent this trait from functioning. \n'b' Shapechanger . The Lord of Vultures can use his action to polymorph into a Huge giant vulture, a Medium dark-skinned man with black and gold hair, or back into his true Large, winged humanoid form. His statistics, other than his size, are the same in each form with the exception that only the Lord of Vultures\xe2\x80\x99s true and vulture forms retain his flying speed. Any equipment he is wearing or carrying transforms with him. \n'b' Speak with Birds . The Lord of Vultures can communicate with birds as if they shared a language. \n'b' Innate Spellcasting . The Lord of Vultures\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : animal friendship, thunderwave \n'b' 3/day each : charm person , conjure animals (birds only, cast as a 9th-level spell), dominate beast \n'b' 1/day each : antimagic field , geas , plane shift \n'b'\n'b' Actions \n'b' Multiattack . In humanoid or his true form, the Lord of Vultures makes three spear attacks. In vulture form, he makes three attacks: one with his beak and two with his talons. \n'b' Spear (Humanoid or True Form Only) . Melee or Ranged Weapon Attack : +8 to hit, reach 10 ft. or range 20/60 ft., one creature. Hit : 11 (2d6 + 4) piercing damage plus 3 (1d6) radiant damage, or 13 (2d8 + 4) piercing damage plus 3 (1d6) radiant damage if used with two hands to make a melee attack . If the Lord of Vultures throws the spear, it magically reforms in his hand immediately after the attack . \n'b' Beak (Vulture Form Only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 11 (3d4 + 4) piercing damage plus 3 (1d6) radiant damage. \n'b' Talons (Vulture Form Only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 17) if it is a Huge or smaller creature and the Lord of Vultures isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained and takes 10 (3d6) piercing damage at the start of each of its turns. \n'b' Legendary Actions \n'b' The Lord of Vultures can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Lord of Vultures regains spent legendary actions at the start of his turn. \n'b' Move . The Lord of Vultures moves up to half his speed without provoking opportunity attacks. \n'b' Wing Buffet (Costs 2 Actions; True or Vulture Form Only) . The Lord of Vultures beats his wings. Each creature within 10 feet of the Lord of Vultures must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone . \n'b' Dive Bomb (Costs 2 Actions; True or Vulture Form Only) . The Lord of Vultures flies up to his speed and makes a spear or talon attack against one creature. If the attack hits, the target takes an extra 9 (2d8) piercing or slashing damage. The Lord of Vultures must fly at least 30 feet straight towards the target to use this action. The Lord of Vultures can\xe2\x80\x99t use this action if he is grappling a creature. \n'b' About \n'b' This charismatic and handsome dark-skinned man has the noble bearing of a lord or king. A pair of black and gold wings grow from his back, and his bare feet are taloned like a raptor\xe2\x80\x99s. He wears fine silk clothing and brandishes a large, shining spear. A gold circlet sits atop his brow above his aquiline nose. \n'b' The immortal Lord of Vultures and King of Raptors and makes his home in a mountaintop eyrie on the highest peak of the tallest mountain. He acts as a god to vultures, eagles, rocs, and other birds of prey, protecting and safeguarding the interests of avians throughout the world. Though his domain and interests overlap with those of the Queen of Birds, they rarely interact. They have differing opinions on how their wards should be protected and keep out of each others\xe2\x80\x99 way to avoid unnecessary conflict. \n'b' Uncommon Ally . Less reclusive than his counterpart, the Lord of Vultures enjoys involving himself in the affairs of humans and their kin from time to time. He has been known to aid those brave enough to make the perilous climb to his mountain abode and will sometimes enlist the help of mortals himself, particularly if the natural order of things is at risk. If he feels these mortals cannot be entirely trusted, he will lay a geas upon them to make sure they do everything they can to complete whatever task he sets. \n'b' Disguised Wanderer . Several times a year, the Lord of Vultures travels the lands of mortals, either disguising himself as a dark-skinned human man with black and gold hair or taking the form of an enormous vulture with black and gold wings. In either guise, the Lord of Vultures is always vigilant against those who seek to destroy birds of prey or their habitats and is ready to take swift and terrible action, if needed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frost Mole \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d6 + 33) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3, Stealth +4 Damage Resistances cold Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The frost mole has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Snow Burrower . The frost mole can burrow through nonmagical snow and ice in addition to sand, earth, and mud. \n'b' Snow Camouflage . The frost mole has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Snow Pit . If the frost mole moves at least 20 feet straight toward a creature, it can dig a 5-foot-diameter, 20-foot-deep pit beneath the creature. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or fall into the pit and land prone , taking falling damage as normal. If the target is Large or larger, it must succeed on a DC 13 Dexterity saving throw or be restrained . If the target is prone or restrained , the mole can make one claw attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cipatenhua \n'b' Medium humanoid (cipatenhua), chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 9 (-1) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2, Survival +3 Senses passive Perception 13 Languages Common, Draconic Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Curse of Itztliteotl . A cipatenhua that is not in contact with standing water, wet earth, or wet stone at the start of its turn takes 3 (1d6) necrotic damage. \n'b' Hold Breath . The cipatenhua can hold its breath for 15 minutes. \n'b' River Predator . The cipatenhua has advantage on Dexterity ( Stealth ) checks made to hide in coast and swamp terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cipatenhua makes one Bite attack and one Greatclub attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). The cipatenhua has one bite, which can grapple only one target. \n'b' Greatclub . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frost Wight \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (half-plate) Hit Points 165 (22d8 + 66) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Wis +6 Skills Arcana +5, Perception +6 Damage Vulnerabilities radiant, fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 16 Languages Common, Aquan, Abyssal Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Frost Stride . Difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost the frost wight extra moment, and, while on ice, it ignores any penalties or disadvantage to Strength and Dexterity checks or saving throws for being on a slippery surface. \n'b' Legendary Resistance (3/Day) . When the frost wight fails a saving throw, it can choose to succeed instead. \n'b' Sunlight Sensitivity . While in sunlight, the frost wight has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The frost wight has advantage on saving throws against any effect that turns undead . \n'b' Winter Sight . The frost wight can see clearly in areas obscured by falling snow, flurries, snow storms, and fog. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The frost wight makes two weapon attacks with its longsword or ice javelin. It can use its Draining Cold in place of one melee attack . \n'b' Draining Cold . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A creature, other than an undead or construct , slain by this attack rises 24 hours later as a zombie under the frost wight\xe2\x80\x99s control, unless the creature is restored to life or its body is destroyed. There is no limit to the number of zombies the frost wight can control. Zombies created this way are immune to cold damage. \n'b' Longsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, plus 14 (4d6) cold damage, or 8 (1d10 + 3) slashing damage plus 14 (4d6) cold damage, if used in two hands. \n'b' Ice Javelin . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage, plus 13 (4d6) cold damage. \n'b'\n'b' Legendary Actions \n'b' The frost wight can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The frost wight regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The frost wight makes a longsword or ice javelin attack . \n'b' Command Zombie . One zombie , under the control of the frost wight , makes a melee attack against a creature of the frost wight\xe2\x80\x99s choice. \n'b' Freezing Touch . The frost wight touches a creature within 5 feet. The target must succeed on a DC 16 Constitution saving throw, or be incapacitated and have its speed reduced to 0 until the end of its next turn. \n'b'\n'b' A rare few wights have a greater level of control over their sapping of life from the world than their kin. These frost wights are able to siphon away the warmth from an area with such precision that they can form weapons of ice from the frozen moisture of the air.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frostfolk \n'b' Medium elemental (frostfolk), lawful evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 22 (4d8 + 4) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Immunities cold, poison \n'b' Condition Immunities petrified , poisoned \n'b' Senses passive Perception 10 \n'b' Languages Common \n'b' Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Cold Touch . Melee Spell Attack : +4 to hit, reach 5 ft., one creature. Hit : 10 (3d6) cold damage. \n'b'\n'b' ABOUT \n'b' These creatures appear to be towering men of snow, with faces of roughly cut ice and a cruel, forbidding appearance. \n'b' Land of Snow and Ice. Frostfolk reside on the island of Isa Poso, one of the few places in Faerie where there is snow and ice. They are a devious, scheming people who will adhere to the letter of the law while nefariously twisting it to their own ends. They fear ice dragons, whose breath melt their forms, and often post bounties for their hides. But those who seek to cash in on those bounties will find that frostfolk will twist any agreement to their own ends. \n'b' Frostfolk nobles are made of ice, wrapped in robes of snow. \n'b' They have a cold and dreadful gaze that strikes fear in the hearts of mortals who cross them. Frostfolk nobles are even more devious, shamelessly dangling the possibility of a hand in marriage\xe2\x80\x94only to chop that hand off.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frostfolk Noble \n'b' Family: Frostfolk \n'b' Medium elemental (frostfolk), lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 49 (9d8 + 9) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Perception +3, Persuasion +3 Damage Vulnerabilities fire Damage Immunities cold, poison Condition Immunities petrified , poisoned Senses passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The frostfolk noble regains 10 hit points at the start of its turn. If the noble takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the noble\xe2\x80\x99s next turn. The noble dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Cold Touch . Melee Spell Attack : +4 to hit, reach 5 ft., one creature. Hit : 10 (3d6) cold damage. \n'b' Chilling Gaze . The frostfolk noble targets one creature it can see within 30 feet of it. If the target can see the noble, the target must succeed on a DC 11 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target\xe2\x80\x99s saving throw is successful, or if the effect ends on it, the target is immune to this noble\xe2\x80\x99s gaze for 1 hour. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b'\n'b' ABOUT \n'b' These creatures appear to be towering men of snow, with faces of roughly cut ice and a cruel, forbidding appearance. \n'b' Land of Snow and Ice. Frostfolk reside on the island of Isa Poso, one of the few places in Faerie where there is snow and ice. They are a devious, scheming people who will adhere to the letter of the law while nefariously twisting it to their own ends. They fear ice dragons, whose breath melt their forms, and often post bounties for their hides. But those who seek to cash in on those bounties will find that frostfolk will twist any agreement to their own ends. \n'b' Frostfolk nobles are made of ice, wrapped in robes of snow. \n'b' They have a cold and dreadful gaze that strikes fear in the hearts of mortals who cross them. Frostfolk nobles are even more devious, shamelessly dangling the possibility of a hand in marriage-only to chop that hand off.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frostjack \n'b' Medium fey , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 11 (+0) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Cha +5 Skills Deception +5, Perception +7, Sleight of Hand +8, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks not made with cold iron weapons Damage Immunities cold Condition Immunities exhaustion Senses darkvision 60 ft., passive Perception 17 Languages Common, Elvish, Giant, Sylvan Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Chilling Presence . At the start of each of the frostjack\xe2\x80\x99s turns, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) cold damage. For each minute a creature spends within 15 feet of the frostjack, it must succeed on a DC 16 Constitution saving throw or suffer one level of exhaustion from cold exposure. Unprotected, nonmagical flames within 15 feet of the frostjack are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the frostjack immediately end. Water freezes if it remains within 15 feet of the frostjack for at least 1 minute. \n'b' Ice Walk . The frostjack can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Magic Resistance . The frostjack has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The frostjack makes two Ice Blade attacks and one Winter\xe2\x80\x99s Touch attack . \n'b' Ice Blade . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 14 (4d6) cold damage. \n'b' Winter\xe2\x80\x99s Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage plus 7 (2d6) cold damage, and the target must make a DC 15 Constitution saving throw. On a failure, the creature begins to freeze and has disadvantage on weapon attack rolls or ability checks that use Strength or Dexterity . It must repeat the saving throw at the end of its next turn, becoming incapacitated and unable to move or speak as it freezes solid on a failure or ending the effect on a success. The creature remains frozen until it spends at least 12 hours in a warm area thawing out, or until it takes least 10 fire damage. \n'b' Icicle Barrage (Recharge 5\xe2\x80\x936) . The frostjack launches icicles from its hand in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 17 (5d6) piercing damage and 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Hoarfrost Warding (3/Day) . When the frostjack takes fire damage, it gains resistance to fire damage, including against the triggering attack , until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This spiteful fey is lithe and tall with icy blue skin and icicle hair. \n'b' As it passes by a window, frosty fern-like patterns stretch across the glass. \n'b' Wicked servants of the Snow Queen, frostjacks are sent from her icy castle to cause mayhem. The Snow Queen can call upon a variety of allies, but she prefers the self-sufficiency of the frostjacks. \n'b' Icy Tricksters . Frostjacks like nothing better than terrorizing villages in the frozen reaches where the borders between the mortal world and the fey realms are thin. They often travel with a pack of winter wolves, sending the wolves into the settlement first to sow panic. Meanwhile, the frostjacks sneak inside the houses in search of valuables as tribute for their queen and freeze the fingers and toes of the houses\xe2\x80\x99 inhabitants. The devious fey try to trick the occupants into revealing hidden family heirlooms. Those who fail to cooperate are frozen or fed to the winter wolves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frostveil \n'b' Medium plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 67 (9d8 + 27) Speed 10 ft., fly 15 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 20 (+5) CON: 16 (+3) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Vulnerabilities fire Damage Resistances bludgeoning and piercing from nonmagical attacks Damage Immunities cold Condition Immunities blinded , charmed , deafened , frightened , prone Senses blindsight 120 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Chilling Acidic Body . A creature that touches the frostveil or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. \n'b' Damage Transfer . While engulfing a creature, the frostveil takes only half the damage dealt to it (rounded down), and the engulfed creature takes the other half. \n'b' False Appearance . While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice. \n'b' Windborne . In windy conditions, the frostveil\xe2\x80\x99s flying speed increases to 30 feet. In a wind of moderate or greater speed (at least 10 miles per hour), its flying speed increases to 60 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The frostveil makes two Frozen Tendril attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the frostveil uses Snowy Engulf on it. \n'b' Frozen Tendril . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage plus 3 (1d6) cold damage. \n'b' Snowy Engulf . The frostveil engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained , and it must succeed on a DC 15 Constitution saving throw at the start of each of the frostveil\xe2\x80\x99s turns or take 4 (1d8) acid damage and 3 (1d6) cold damage. If the frostveil moves, the engulfed target moves with it. The frostveil can have only one creature engulfed at a time. \n'b' Spirit Spores (Recharge 6) . The frostveil releases a puff of psychotropic spores around itself. Each creature within 10 feet of the frostveil must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) cold damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated. When an incapacitated creature moves, it moves in a random direction. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' \xe2\x80\x9cThey took the sled dogs first, and later the seal-skinner set to guard them. We\xe2\x80\x99d hear a confused, muffled cry in the wind and then we\xe2\x80\x99d find them\xe2\x80\x94a raven harvest, cold and stiff on the ice. Next time, we hid ourselves and watched, and we saw them floating through the air like kites. A wisp of blowing snow that never dispersed, a billowing, snowflake sail moving with sinister purpose. The \xe2\x80\x98cloak of death\xe2\x80\x99 our guide called it.\xe2\x80\x9d \n'b' Whipped through the air by snowstorms and resembling a spider\xe2\x80\x99s web dangling with delicate ice crystals, these silently gliding, beautiful killers are semi-sentient plants adapted to the merciless cold of the north. \n'b' Cloak of Death . Flat nodes shaped like large snowflakes connect the frostveil\xe2\x80\x99s netlike body and trailing tails of transparent fibers. Gossamer tendrils stream behind and between the flying snowflakes, ready to grab and entangle any warm-blooded creature the frostveil detects. \n'b' Seek Warmth . Each starlike node contains crude sensory organs, able to detect warmth as meager as a living creature\xe2\x80\x99s breath and steer the gliding web toward it. \n'b' Spirit Spores . Northern shamans say the dance of the frostveils is beautiful when lit by the northern lights and a powerful omen. With great care, shamans sometimes harvest frostveils for their frozen spore-shards, which grant potent visions of the spirit world when melted on the tongue.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frosty Chiseler \n'b' Small fey , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 117 (18d6+54) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 22 (+6) CON: 16 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +8 Skills Deception +5, Stealth +8 Damage Immunities cold Damage Immunities fire Senses passive Perception 11 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bristle Ice Beard . Whenever an adjacent creature attacks the icy chiseler with a melee attack , it must attempt a DC 14 Dexterity saving throw to avoid being stabbed by its beard of ice. On a failure, the creature takes 2 (1d4) piercing and 3 (1d6) cold damage. \n'b' Frostwalker . The frosty chiseler can walk across ice and snow without incurring any penalties. They can also climb up icy surfaces as if affected by spider climb . \n'b' Innate Spellcasting : The frosty chiseler\xe2\x80\x99s spell casting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day each : disguise self , stone shape (only affects ice) \n'b' 1/day : wall of ice \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The frosty chiseler makes two ice chisel attacks. \n'b' Ice Chisel . Melee Weapon Attack : +8 to hit, 5 ft. reach, one target. Hit : 13 (2d6 + 6) piercing damage plus 7 (3d6 cold damage). \n'b' Brittlebones Curse (1/Day) . The frosty chiseler mutters a curse upon one creature within 30 feet. The creature must succeed on a DC 11 Charisma saving throw or reduce their Dexterity by 3 (1d6) points as their skin and bones begin to turn into ice. This effect dissipates after the creature takes a long rest. \n'b'\n'b' ABOUT \n'b' Frosty chiselers were once master craftsmen and artisans of the fey until they found themselves changed by a creeping cold that spread from their hearts to envelope their entire beings. Now they are demented perversions who delight only in evil acts. They still pride themselves as artists and craftsmen of unparalleled skill, but now their favorite medium is a blend of ice and mortal flesh rendered in frosty blood, pulped entrails, and scooped-out eyes. Frosty chiselers resemble deformed gnomes with wildly enormous beards of a thousand jutting icicles. One of their eyes is always larger than the other and peers from their head like a child\xe2\x80\x99s ball, riddled with bloodshot tracery. The average chiseler stands only three feet tall but weighs a hefty 100 pounds. \n'b' Frozen Fringes . Frosty chiselers infest the frozen hillsides on the outskirts of humanoid settlements or any other frigid locale where a steady stream of victims is available (an abandoned trading post in a well-traveled snowy mountain pass or a frozen riverbed or lake where unsuspecting children frolic and skate the slick ice). A host of chiselers serve wintry hags and witches in the still, blue recesses of their ice palaces. There, they craft wonders and horrors beyond mortal comprehension out of blocks of ice and captive humanoids.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Frumious Bandersnatch \n'b' Gargantuan monstrosity , neutral \n'b' Armor Class 21 (natural armor) Hit Points 351 (18d20 + 162) Speed 60 ft., climb 20 ft.\n'b' STATS STR: 30 (+10) DEX: 25 (+7) CON: 29 (+9) INT: 2 (-4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +17, Dex +14 Skills Athletics +17, Acrobatics +14, Perception +16, Stealth +14, Survival +9 Damage Resistances bludgeoning, fire, piercing, and slashing damage Condition Immunities frightened , paralyzed , poisoned , unconscious Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages none Challenge 19 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bounding Charge . The frumious bandersnatch is unaffected by difficult terrain . \n'b' Frumious . The frumious bandersnatch seethes with barely repressed rage and anger. If it misses with its bite attack or falls below half of its hit points , it succumbs to such uncontrollable fury that it bursts into flame. While engulfed in these flames, a frumious bandersnatch is affected as by a haste spell (this effect cannot be dispelled) and causes an additional 2d6 points of fire damage with each of its melee attacks and its quill attacks. The fury lasts for 5 rounds, after which the frumious bandersnatch cannot enter a fury again for another 5 rounds. \n'b' Gaze . A frumious bandersnatch can direct its gaze attack against a single foe within 30 feet as a bonus action. That creature must make a DC 20 Constitution saving throw, becoming confused (as per the confusion spell) for 1 minute on a failure or restrained for 1 round on a success. A creature confused by this ability can make a new saving throw at the end of each of its turns to end the effect early. \n'b' Hard to Kill . Through sheer force of will, a frumious bandersnatch can revive itself from a violent death. Once per day, as long as the frumious bandersnatch has at least one use of mythic power available, one round after a frumious bandersnatch is killed during combat the creature gains the effects of a revivify spell. \n'b' Magic Resistance . The frumious Bandersnatch has advantage on saving throws against spells and other magical effects. \n'b' Planar Acclimation . A frumious Bandersnatch cannot be banished, teleported, or sent to another plane or extradimensional space unless it wishes. \n'b' Quick Recovery . A debilitated frumious bandersnatch recovers with frightening speed. If a frumious bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, any levels of exhaustion , poisoned , and stunned . \n'b' Relentless Tracker . A frumious Bandersnatch can move at up to double its speed and still track without penalty. It gains advantage on Wisdom ( Survival ) checks made to track creatures it has wounded. \n'b' Vicious Tenacity . A frumious Bandersnatch remains conscious and can continue fighting even if its hit point total is 0. While at 0 hit points , the frumious bandersnatch succeeds at any death saving throws. Any time it takes damage, it can make a Constitution saving throw with a DC equal to the damage taken. If it succeeds, it does not accrue a failure on its death saving throw. If the frumious bandersnatch takes a critical hit while at 0 hit points , it automatically dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bandersnatch makes three attacks: one with its bite, two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 21 (2d10+10) piercing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained , and the frumious bandersnatch cannot use its bite on another target. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 19 (2d8+10) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 28 (4d8+10) piercing damage and the creature must make a DC 20 Dexterity saving throw or have a quill lodged in its flesh. This causes the victim to become poisoned until the quill is removed. Removing one quill requires an action and a DC 20 Wisdom ( Medicine ) check that can be made by either the victim or an ally of the victim. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 11 (2d10) piercing damage to the victim. \n'b' Quills . With a snap of its tail, a mythic frumious bandersnatch can loose a volley of four quills as an action (make an attack roll for each quill). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each other. Each creature affected must make a DC 20 Dexterity saving throw. On a failure, it takes 27 (6d8) piercing damage and has a quill lodged in its flesh and becomes poisoned until the quill is removed. On a success, it takes half as much damage, and does not have a quill lodged in its flesh. Removing one quill requires an action and a DC 20 Wisdom ( Medicine ) check that can be made by either the victim or an ally of the victim. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 11 (2d10) piercing damage to the victim. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The frumious bandersnatch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The frumious bandersnatch regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The bandersnatch moves a distance equal to its full movement without provoking opportunity attacks. \n'b' Claw . The frumious bandersnatch makes a claw attack . \n'b' Tail Slap (Costs 2 Actions) . The frumious bandersnatch makes a tail slap attack . \n'b'\n'b' ABOUT \n'b' In appearance, a bandersnatch resembles a tawny, sixlegged great cat, but with wickedly barbed quills running the length of its body and down to the tip of its long, flexible tail. Its quills serve to deter attackers, but also act as a formidable weapon. With a single flick of its muscular tail, a bandersnatch can fling as many as a half-dozen quills at distant foes with surprising accuracy. A bandersnatch captivates any prey that meets the gaze of its saucer-like, luminous eyes. A bandersnatch measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Despite their bulk, bandersnatches move with speed, grace, and even considerable stealth when required. \n'b' Perilous Pounce . Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. Once a bandersnatch has marked a creature for death, it runs it to ground without fear , rest, or remorse. Bandersnatches rely on speed, shock, and terror to bring down prey. They pace their quarry from a distance, hidden among the trees, then break from cover , savage their target, and dart away again. They drag smaller creatures away to dispatch at leisure, while engaging larger ones in skirmishes until they gradually wear their prey down. An outmatched bandersnatch withdraws at full speed, stopping only to pick off pursuers that distance themselves from their allies. Once its wounds heal , the bandersnatch returns to the scene of its defeat, picks up the trail of its assailants, and eliminates them one by one. \n'b' Fey Prowlers . Bandersnatches were once native to the primal world of the fey, where they preyed on the greatest hunters of that ancient realm. As with other legendary creatures from this realm, such as the jabberwock, bandersnatches belong to a group of creatures known collectively as the \xe2\x80\x9cTane.\xe2\x80\x9d Whether the fey were careless in guarding their portals or released the first bandersnatches into Material Plane deliberately cannot be said with certainty. Rare in the extreme on the Material Plane, bandersnatches lair within forgotten forests where ancient beasts walk the world. \n'b' Bandersnatches mate only rarely. A female becomes fertile perhaps once or twice per century, leaving the male soon after mating and giving birth to only one or two kittens per litter. The mother brings meat to her ravenous young, which mature within a year. Bandersnatches live for a thousand years or longer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fuagruun \n'b' Huge undead (dragon), chaotic evil \n'b' Armor Class 20 Hit Points 184 (16d12 + 80) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 21 (+5) INT: 20 (+5) WIS: 21 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +10, Wis +10, Cha +11 Skills Arcana +10, Deception +15, Insight +10, Intimidate +11, Perception +15, Stealth +10 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25 Languages Abyssal, Common, Draconic, Dwarven, Ignan, Orc Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Consumptive Soul . Whenever a creature dies within 30 feet of Fuagruun, the creature\xe2\x80\x99s soul is drawn into Fuagruun\xe2\x80\x99s maw and is consumed. A consumed soul becomes a charge, and Fuagruun can have up to three charges that last up to 1 hour. Any time Fuagruun would be reduced to 0 hit points , Fuagruun can use a reaction to expend a charge, and instead be reduced to 1 hit point. A creature who\xe2\x80\x99se soul is consumed in this way cannot be revived until Fuagruun is destroyed within an hour of the soul being consumed, even if Fuagruun uses the charge. After an hour, only a wish or divine intervention can restore the soul. \n'b' Fire Aura . A creature that touches Fuagruun or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, a creature that starts its turn within 5 feet of Fuagruun takes 11 (2d10) fire damage. \n'b' Innate Spellcasting . Fuagruun\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20, spell attack bonus +12). He can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect magic , message , see invisibility \n'b' 3/day each : freedom of movement , lightning bolt , scrying \n'b' 1/day each : confusion , polymorph \n'b'\n'b' Legendary Resistance (3/Day) . If Fuagruun fails a saving throw, he can choose to succeed instead. Magic Resistance . The Fuagruun has advantage on saving throws against spells and other magical effects. \n'b' Turn Resistance . Fuagruun has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Fuagruun can use its frightful presence. It then makes three attacks; one with its bite and twice with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 19 (2d10+8) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 15 (2d6+8) slashing damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 15 ft., one creature. Hit : 15 (2d6+8) bludgeoning damage. \n'b' Frightful Presence . Each creature of Fuagruun\xe2\x80\x99s choice that is within 120 feet of Fuagruun and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature that fails this saving throw by 5 or more is also restrained as long as it is frightened . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the Fuagruun\xe2\x80\x99s Frightfil Presence for the next 24 hours. \n'b' Fire Breath (Recharge 5-6) . Fuagruun exhales fire in a 60 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Fuagruun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actins at the start of its turn. \n'b'\n'b' Detect . Fuagruun makes a Wisdom ( Perception ) check. \n'b' Tail Attack . Fuagruun makes a tail attack . \n'b' Cast a Spell (Costs 3 actions) . Fuagruum casts an innate spell, consuming a daily use as normal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fuddle \n'b' Medium construct (fuddle, ozian), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire, bludgeoning, thunder Damage Resistances piercing, slashing Damage Immunities necrotic, poison Damage Immunities exhaustion , paralyzed , petrified , poisoned Skills Perception +3 Senses passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The fuddle doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Death Burst . The fuddle explodes when it drops to 0 hit points . Each creature within 20 feet of it must succeed on a DC 10 Dexterity saving throw or take 10 (3d6) bludgeoning damage. \n'b' Puzzle Limbs . Whenever the fuddle takes at least 5 bludgeoning damage at one time, roll a d20 to determine what else happens to it. Severed parts act on the fuddle\xe2\x80\x99s initiative and has its own action and movement. A severed part has AC 15, 5 hit points , and the fuddle\xe2\x80\x99s Reassembly trait. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one melee attack on its turn, with disadvantage on the attack roll unless the fuddle can see the arm and its target. Each time the fuddle loses an arm, it loses a melee attack . If its head is severed, the fuddle\xe2\x80\x99s body is blinded unless the head can see it. The severed head has a speed of 0 feet. The fuddle\xe2\x80\x99s speed is halved if it\xe2\x80\x99s missing a leg. If it loses both legs, it falls prone . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b' Reassemble . Any creature can assemble a fuddle\xe2\x80\x99s parts. A fuddle falls into as many parts as it has total hit points . Finding a fuddle piece requires an action and a DC 10 Intelligence ( Investigation ) check; for each point rolled over the DC, the creature finds that many pieces. A creature can use an action to reassemble a fuddle with a number of found pieces equal to 1 + its Dexterity modifier, restoring 1 hit point for each piece assembled. A fuddle that has use of its arms can reassemble itself. The fuddle also regains 1 hit when a mending spell is cast on it. \n'b'\n'b' 1-10 : Nothing else happens. 11-14 : One leg is severed from the fuddle if it has any legs left. 15-18 : One arm is severed from the fuddle if it has any arms left. 19-20 : The fuddle is decapitated. \n'b' ACTIONS \n'b'\n'b' Puzzle Sword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) slashing damage. If a 1 is rolled on an attack roll with a puzzle sword, it shatters and can no longer be used. \n'b'\n'b' REACTIONS \n'b'\n'b' Puzzle Burst . If a fuddle is surprised by a non-fuddle creature, it collapses in a burst. Each creature within 20 feet of it must succeed on a DC 10 Dexterity saving throw or take 10 (3d6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Fuddles seem much like other people, from a distance. \n'b' Closer inspection reveals that they are actually made of fragments of wood, neatly painted, divided into all sorts of curious and fantastic shapes, with no two pieces being in any way alike. \n'b' Fuddles live in Fuddlecumjig, a town of puzzle people. \n'b' They are fairly good-natured given that they fall apart at the nearest provocation. Fortunately, fuddles do not trigger other fuddles into falling apart. \n'b' Fuddle Puzzle . Of more pressing concern is what happens when fuddles collapse. Fuddles generally do not bother to put each other back together, relying instead on the kindness of strangers. They don\xe2\x80\x99t consider assembly to be \xe2\x80\x9cany fun\xe2\x80\x9d as they know each other quite well and are experts at assembling puzzles. They are entirely aware and capable of animation if their body parts are assembled, but until that time are helpless. In broader Faerie, fuddles overcome this concern and are quite good at assembling themselves quickly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal Lord, Mouse King \n'b' Family: Animal Lords \n'b' This dog-sized mouse has a hairless tail and copper eyes. Its fur is ash-white with streaks of dark gray across its back in an asymmetrical pattern. \n'b' Small fey (shapechanger), neutral \n'b' Armor Class 17 (natural armor) Hit Points 150 (20d6 + 80) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 23 (+6) CON: 18 (+4) INT: 20 (+5) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Constitution +8, Wisdom +8, Charisma +8 Skills Acrobatics +14, Deception +8, Nature +9, Persuasion +8, Sleight of Hand +14, Stealth +14, Survival +8 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , incapacitated, poisoned , stunned Senses darkvision 120 ft., passive Perception 14 Languages all, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Keen Sight . The Mouse King has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Legendary Resistance (3/day) . If the Mouse King fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The Mouse King has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Mouse King\xe2\x80\x99s weapon attacks are magical. \n'b' Rejuvenation . If he dies, the Mouse King\xe2\x80\x99s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another mouse or rat on the Material Plane which becomes the Mouse King with all of the hp and abilities thereof. Only killing every mouse and rat on the Material Plane will prevent this trait from functioning. \n'b' Rodent Passivism . No rodents, ratfolk , or wererats can willingly attack the Mouse King. They can be forced to do so through magical means. \n'b' Shapechanger . The Mouse King can use his action to polymorph into a Medium black-haired human woman with dark skin and copper eyes or a Small white-haired halfling man with pale skin, dark eyes and a long moustache, a Medium mouse-humanoid hybrid, or back into his true Small mouse form. His statistics, other than his size, are the same in each form with the exception that only his hybrid and true forms retain his climbing speed. Any equipment he is wearing or carrying transforms with him. \n'b' Speak with Rodents . The Mouse King can communicate with rodents as if they shared a language. \n'b' Special Equipment . The Mouse King wears a ring of spell turning . \n'b' Innate Spellcasting . The Mouse King\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : blur , confusion , detect evil and good \n'b' 2/day : etherealness \n'b' 1/day each : astral projection , teleport \n'b'\n'b' Actions \n'b' Multiattack . In mouse form, the Mouse King makes two bite attacks. In humanoid form, he makes three king\xe2\x80\x99s blade attacks. In hybrid form, he makes three attacks: two with his king\xe2\x80\x99s blade and one with his bite. \n'b' King\xe2\x80\x99s Blade (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Bite (Mouse or Hybrid Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. \n'b' Summon Rodents (2/day) . The Mouse King magically calls 2d4 swarms of rats. In an urban environment, he can call 1d4 wererats instead. The called creatures arrive in 1d4 rounds, acting as allies of the Mouse King and obeying his spoken commands. The creatures remain for 1 hour, until the Mouse King dies, or until the Mouse King dismisses them as a bonus action . \n'b' Legendary Actions \n'b' The Mouse King can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Mouse King regains spent legendary actions at the start of his turn. \n'b' King\xe2\x80\x99s Blade . The Mouse King makes one king\xe2\x80\x99s blade attack . \n'b' Move . The Mouse King moves up to his speed without provoking opportunity attacks. \n'b' Quick Casting (Costs 3 Actions) . The Mouse King casts one innate spell. \n'b' The Mouse King\xe2\x80\x99s Lair \n'b' The Mouse King lives in the alleys and sewers of cities. Cities with a high amount of underground and criminal activity are especially attractive to the Mouse King. His lair is full of twisting sewer pipes of various sizes and dark alleyways leading to dead ends or in circles. Some of the pipes and alleyways lead to sewers and alleys in different cities, placing the Mouse King\xe2\x80\x99s lair in a space between cities. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Mouse King takes a lair action to cause one of the following effects; he can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' The Mouse King raises his arms and squeals, calling swarms of rodents from the environment to trip his enemies. Each creature within 60 feet of the Mouse King must succeed on a DC 16 Dexterity saving throw or be knocked prone . \n'b' The Mouse King chooses a point within 120 feet that he can see. A wave of spectral rodents emerges from the ground at that point and attacks all creatures in a 30-foot-radius centered on that point. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. \n'b' Each creature of the Mouse King\xe2\x80\x99s choice within 60 feet of him must make a DC 16 Wisdom saving throw. On a failure, the creature is transformed into a mouse as if affected by the polymorph spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. \n'b' Regional Effects \n'b' The section of a city containing the Mouse King\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b' The area within 1 mile of the lair attracts hundreds of mice and rats. The Mouse King can choose to see or hear through the senses of any mouse or rat in this area and can speak through it while doing so. \n'b' Mice and rats within 1 mile of the lair are more resistant to disease. They never catch, carry, or spread any diseases unless the Mouse King wishes it. \n'b' Illicit deals are easier to hide near the lair. Dexterity ( Sleight of Hand ) checks made within 1 mile of the lair have advantage, and Wisdom ( Perception ) or Intelligence ( Investigation ) checks made to notice or find illegal dealings have disadvantage. If the Mouse King dies, these effects fade over the course of 1d10 days. \n'b' About \n'b' King of Rodents . The Mouse King is the King of all rodents, and he spends his days looking after the concerns of rodents on the Material, Astral, and Ethereal Planes. When slain, he is reborn within a week. His people\xe2\x80\x99s ability to rapidly multiply leaves him with plenty of resources to defend his kind against the machinations of demon lords. \n'b' In the Company of Thieves . The Mouse King can always be found at the head of a guild of thieves. He schemes to make sure his wealth continues to grow, which often means entering into conflict with other gangs. \n'b' Civic-Minded Scoundrel . When it comes to making money, he takes into account what is best for the long-term prosperity of the city in which he operates, which he rightly believes is integral to his own success and that of his subjects. He is a great proponent of trade of all kinds, and his subjects have found their way to every corner of the world in the company of sailors, merchants, and drovers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cipatenhua Disciple \n'b' Medium humanoid (cipatenhua), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2, Survival +3 Senses passive Perception 13 Languages Common, Draconic Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Curse of Itztliteotl . A cipatenhua that is not in contact with standing water, wet earth, or wet stone at the start of its turn takes 3 (1d6) necrotic damage. \n'b' Hold Breath . The cipatenhua can hold its breath for 15 minutes. \n'b' River Predator . The cipatenhua has advantage on Dexterity ( Stealth ) checks made to hide in coast and swamp terrain. \n'b' Spellcaster (cipatenhua form only) . The cipatenhua disciple is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cipatenhua disciple has the following warlock spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , eldritch blast, poison spray \n'b' Spells (2 slots) : charm person , gaseous form , hellish rebuke, misty step , spider climb , tongues , vampiric touch \n'b'\n'b' Actions \n'b'\n'b' Multiattack (cipatenhua form only) . The cipatenhua disciple makes one Bite attack and one with Greatclub attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). The cipatenhua has one bite, which can grapple only one target. \n'b' Greatclub (cipatenhua form only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' Touch of Madness (recharges after a short or long rest) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 10 (3d6) psychic damage. If the target is a creature with an Intelligence score of 5 or greater, it must succeed on a DC 11 Wisdom saving throw or become stunned while babbling incoherently. At the end of each of its turn, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it is triggered by damage. On a success, the babbling ends, and the target is no longer stunned . \n'b' Change Shape (recharges after a short or long rest) . The cipatenhua disciple magically polymorphs into a giant frog, remaining in that form for up to one hour. It can revert to its true form as a bonus action. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying is not transformed. It reverts to its true form if it dies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fulminar \n'b' What seemed to be a storm cloud takes the shape of a feline predator. Flashes of lightning course through its semisolid body as it strikes with overwhelming speed. \n'b' Large elemental , neutral \n'b' Armor Class 15 Hit Points 112 (15d10 + 30) Speed fly 90 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 14 (+2) INT: 8 (-1) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Charisma +4 Skills Perception +7, Stealth +9 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 17 Languages Auran Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Flyby . The fulminar doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Essence of Lightning . Bolts of lightning course around the fulminar\xe2\x80\x99s body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action . \n'b' Lightning Form . The fulminar can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. \n'b' Actions \n'b' Multiattack . The fulminar makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage and the target can\xe2\x80\x99t take reactions until the end of the fulminar\xe2\x80\x99s next turn. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage. \n'b' Lightning Shackles (Recharge 5-6) . The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) lightning damage and is restrained for 1 minute. On a success, the target takes half the damage but isn\xe2\x80\x99t restrained . A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Aerial Felines . Fulminars are creatures composed of semisolid elemental matter and roughly shaped like large feline predators. \n'b' Cloud Giant Allies . Fulminars were either created or first summoned by powerful cloud giant sorcerers. They can also be found in the company of djinnis, silver dragons, and other creatures strongly connected to the element of air. It is unclear whether they have their own motives or are directed by a higher, elemental power. \n'b' Lightning-Fast Slayers . Thanks to their speed, stealth, and a strange magical ability to entrap creatures with shackles of lightning, fulminars are extremely versatile, serving as spies, assassins, and shock troops. \n'b' Elemental Nature . A fulminar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a fulminar without modifying its challenge rating. \n'b' Forked Lightning . When the fulminar flies at least 10 feet, it creates a duplicate lightning form that potentially fools attackers. Until the beginning of its next turn, after it moves, attack rolls against it have disadvantage. If it is hit by an attack , this trait is disrupted until it moves again. The fulminar loses its Flyby and Essence of Lightning traits. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage and 7 (2d6) thunder damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is stunned until the end of the fulminar\xe2\x80\x99s next turn and deafened for 1 minute. On a success, the target is deafened until the end of the fulminar\xe2\x80\x99s next turn but isn\xe2\x80\x99t stunned . A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The fulminar loses its bite attack and replaces its bite attack with the slam attack when taking a Multiattack action. \n'b' Thunderous Roar (Recharge 5-6) . The fulminar unleashes a roar similar to the overwhelming thunderclap created in a lightning strike\xe2\x80\x99s immediate area. Each creature within 30 feet of it must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) thunder damage, is knocked prone , and is deafened for 1 minute. On a success, the target takes half the damage but isn\xe2\x80\x99t knocked prone or deafened . The fulminar loses its Lightning Shackles action. Alternatively, it retains its Lightning Shackles action with Recharge 6 for both actions .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungal Creeper \n'b' Small plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 22 (4d6 + 8) Speed 10 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 14 (+2) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned , unconscious Senses Blindsense 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The fungal creeper can move through an opening as small as one inch without squeezing and can occupy another creature\xe2\x80\x99s square. \n'b'\n'b' ACTIONS \n'b'\n'b' Mycelial Bite . Melee Weapon Attack : +3 to hit against one target in its square. Hit : 4 (1d6 + 1) piercing damage. If the fungal creeper rolls a 19 or 20 to hit, it attaches to its target. The target loses 1d4 hit points at the beginning of each of its turns. A creature may use an action to attempt a DC 13 Strength check to remove the fungal creeper from its target. \n'b'\n'b' ABOUT \n'b' The fungal creeper is a patch of fungus growing upon a boulder or wall, which often appears weathered and strangely corroded. The name comes from its ability to creep along the wall, moving about to follow living creatures. Fungal creepers draw sustenance from minerals found in rock and stone, but supplement their diets with fresh blood. \n'b' A fungal creeper may be distracted by fresh meat, whether in the form of rations no more than one day old or the body of an unconscious combatant. They are scavengers and move to feed off carrion as soon as it is detected.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungal Folk Alchemist I \n'b' Family: Fungal Folk Alchemist \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 6 (1d8+2) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 10 (0) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Skills Stealth +5 Senses passive Perception 12 Languages Undercommon Challenge 1 (200 XP) \n'b' Special Traits \n'b' Stalk-still . A fungal folk that remains perfectly still has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Actions \n'b' Stone Knuckles . Melee Weapon Attack : +5 to hit. Hit : 6 (1d6+3) slashing damage. \n'b' Spore Bomb . Ranged Weapon Attack : +3 to hit, range 30/60 ft. Hit : 2 (1d4) poison damage and the target must succeed on a DC 12 Constitution saving throw or see 4 versions of the fungal folk for 1 minute. An affected creature making an attack against one of the visions has a 25% chance to hit the real fungal folk. The affected creature can attempt the saving throw at the end of each of its turns, ending the effect on a successful one. \n'b' About \n'b' A stout fungal being with malevolent red eyes glares at you. It holds a large puffball mushroom in its hand, and you notice many more hang at the ready on its volva. \n'b' These communal myconids make their homes in dense wet forests, feeding upon the decay of fallen trees and occasionally fallen creatures. They never stop growing throughout their lifespan but do reach a maximum size before growing beyond their ability to support their own weight, at which point their cap splits open, spilling spores into the soil to begin the cycle of life anew. \n'b' Fiercely protective of their food source, the fungal folk alchemists will attack any creature that wanders anywhere near its feeding ground, fearing competition for their decomposing trove. The fungal folk alchemists are so called because of their ability to harvest their own neurotoxic spores that grow within their very fibers. \n'b' They collect the spores, grind them into a powder upon rocky surfaces, and finally coat them with the feathery gills from beneath their caps. An adhesive spittle is used to encapsulate the powder within the gills and also to adhere the completed puffballs to their volva for later use. As the fungal folk alchemist grows throughout its life, so too does the toxic properties of its spores, causing a surprising array of effects upon its hapless victims. The average fungal folk alchemist carries 1d6 neurotoxic puffballs attached to its body. Any creatures killed will be partially buried in the ground and left to decompose until considered ripe enough to feed upon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungal Folk Alchemist II \n'b' Family: Fungal Folk Alchemist \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 13 (2d8+4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 10 (0) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Skills Stealth +5 Senses passive Perception 12 Languages Undercommon Challenge 3 (700 XP) \n'b' Special Traits \n'b' Stalk-still . A fungal folk that remains perfectly still has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Actions \n'b' Stone Knuckles . Melee Weapon Attack : +5 to hit. Hit : 6 (1d6+3) slashing damage. \n'b' Spore Bomb . Ranged Weapon Attack : +3 to hit, range 30/60 ft. Hit : 5 (2d4) poison damage and the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The affected creature can attempt the saving throw at the end of each of its turns, ending the effect on a successful one. \n'b' About \n'b' A stout fungal being with malevolent red eyes glares at you. It holds a large puffball mushroom in its hand, and you notice many more hang at the ready on its volva. \n'b' These communal myconids make their homes in dense wet forests, feeding upon the decay of fallen trees and occasionally fallen creatures. They never stop growing throughout their lifespan but do reach a maximum size before growing beyond their ability to support their own weight, at which point their cap splits open, spilling spores into the soil to begin the cycle of life anew. \n'b' Fiercely protective of their food source, the fungal folk alchemists will attack any creature that wanders anywhere near its feeding ground, fearing competition for their decomposing trove. The fungal folk alchemists are so called because of their ability to harvest their own neurotoxic spores that grow within their very fibers. \n'b' They collect the spores, grind them into a powder upon rocky surfaces, and finally coat them with the feathery gills from beneath their caps. An adhesive spittle is used to encapsulate the powder within the gills and also to adhere the completed puffballs to their volva for later use. As the fungal folk alchemist grows throughout its life, so too does the toxic properties of its spores, causing a surprising array of effects upon its hapless victims. The average fungal folk alchemist carries 1d6 neurotoxic puffballs attached to its body. Any creatures killed will be partially buried in the ground and left to decompose until considered ripe enough to feed upon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungal Folk Alchemist III \n'b' Family: Fungal Folk Alchemist \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 39 (6d8+12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 10 (0) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Skills Stealth +6 Senses passive Perception 13 Languages Undercommon Challenge 5 (1800 XP) \n'b' Special Traits \n'b' Stalk-still . A fungal folk that remains perfectly still has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Actions \n'b' Stone Knuckles . Melee Weapon Attack : +6 to hit. Hit : 6 (1d6+3) slashing damage. \n'b' Spore Bomb . Ranged Weapon Attack : +4 to hit, range 30/60 ft. Hit : 10 (4d4) poison damage and the target must succeed on a DC 14 Constitution saving throw or fall asleep for 1 minute. A sleeping creature is awakened if it takes damage or if another creature uses an action to awaken it. \n'b' About \n'b' A stout fungal being with malevolent red eyes glares at you. It holds a large puffball mushroom in its hand, and you notice many more hang at the ready on its volva. \n'b' These communal myconids make their homes in dense wet forests, feeding upon the decay of fallen trees and occasionally fallen creatures. They never stop growing throughout their lifespan but do reach a maximum size before growing beyond their ability to support their own weight, at which point their cap splits open, spilling spores into the soil to begin the cycle of life anew. \n'b' Fiercely protective of their food source, the fungal folk alchemists will attack any creature that wanders anywhere near its feeding ground, fearing competition for their decomposing trove. The fungal folk alchemists are so called because of their ability to harvest their own neurotoxic spores that grow within their very fibers. \n'b' They collect the spores, grind them into a powder upon rocky surfaces, and finally coat them with the feathery gills from beneath their caps. An adhesive spittle is used to encapsulate the powder within the gills and also to adhere the completed puffballs to their volva for later use. As the fungal folk alchemist grows throughout its life, so too does the toxic properties of its spores, causing a surprising array of effects upon its hapless victims. The average fungal folk alchemist carries 1d6 neurotoxic puffballs attached to its body. Any creatures killed will be partially buried in the ground and left to decompose until considered ripe enough to feed upon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungal Folk Alchemist IV \n'b' Family: Fungal Folk Alchemist \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 65 (10d8+20) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 10 (0) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Skills Stealth +6 Senses 13 Languages Undercommon Challenge 7 (2900 XP) \n'b' Special Traits \n'b' Stalk-still . A fungal folk that remains perfectly still has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Actions \n'b' Stone Knuckles . Melee Weapon Attack : +6 to hit. Hit : 10 (2d6+3) slashing damage. \n'b' Spore Bomb . Ranged Weapon Attack : +4 to hit, range 30/60 ft. Hit : 15 (6d4) poison damage and the target must succeed on a DC 15 Constitution saving throw or be dominated for 1 minute. A dominated creature obeys all commands telepathically delivered by the fungal folk\xe2\x80\x99s spores. Each time the target takes damage it is allowed another saving throw. \n'b' About \n'b' A stout fungal being with malevolent red eyes glares at you. It holds a large puffball mushroom in its hand, and you notice many more hang at the ready on its volva. \n'b' These communal myconids make their homes in dense wet forests, feeding upon the decay of fallen trees and occasionally fallen creatures. They never stop growing throughout their lifespan but do reach a maximum size before growing beyond their ability to support their own weight, at which point their cap splits open, spilling spores into the soil to begin the cycle of life anew. \n'b' Fiercely protective of their food source, the fungal folk alchemists will attack any creature that wanders anywhere near its feeding ground, fearing competition for their decomposing trove. The fungal folk alchemists are so called because of their ability to harvest their own neurotoxic spores that grow within their very fibers. \n'b' They collect the spores, grind them into a powder upon rocky surfaces, and finally coat them with the feathery gills from beneath their caps. An adhesive spittle is used to encapsulate the powder within the gills and also to adhere the completed puffballs to their volva for later use. As the fungal folk alchemist grows throughout its life, so too does the toxic properties of its spores, causing a surprising array of effects upon its hapless victims. The average fungal folk alchemist carries 1d6 neurotoxic puffballs attached to its body. Any creatures killed will be partially buried in the ground and left to decompose until considered ripe enough to feed upon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungal Folk Alchemist V \n'b' Family: Fungal Folk Alchemist \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 104 (16d8+32) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 10 (0) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Skills Stealth +7 Senses passive Perception 14 Languages Undercommon Challenge 10 (5900 XP) \n'b' Special Traits \n'b' Stalk-still . A fungal folk that remains perfectly still has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Actions \n'b' Stone Knuckles . Melee Weapon Attack : +7 to hit. Hit : 10 (2d6+3) slashing damage. \n'b' Spore Bomb (Challenge 10) : Ranged Weapon Attack : +8 to hit, range 30/60 ft. Hit : 15 (6d4) poison damage and the target must succeed on a DC 15 Constitution saving throw or drop to 0 hit points .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungal Raptor \n'b' Medium plant , unaligned \n'b' Armor Class 14 Hit Points 105 (14d8 + 42) Speed 20 ft., fly 50 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 2 (-4) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Curse of Blood . Contact with blood harms a fungal raptor. Each time a creature within 5 feet of the raptor takes piercing or slashing damage (including from the raptor\xe2\x80\x99s own attacks), the raptor takes 5 (2d4) poison damage. Creatures that don\xe2\x80\x99t bleed do not trigger this effect. \n'b' Forest Camouflage . The raptor has advantage on Dexterity ( Stealth ) checks made to hide in forests and swamps. \n'b' Keen Smell . The fungal raptor has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Sanguinary Disease . A creature hit by the raptor\xe2\x80\x99s attacks or exposed to its spores must succeed on a DC 14 Constitution saving throw or become infected with sanguinary disease. While diseased, the creature is poisoned , and its wounds do not bleed. A creature repeats the saving throw every 24 hours, becoming cured after 3 successes and dying after 3 failures. Creatures without blood are immune to this disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The raptor makes two attacks: one with its beak and one with its claws. \n'b' Beak . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage, or 15 (2d10 + 4) If the raptor surprises a creature and hits it during the first round of combat, and the target is exposed to Sanguinary Disease. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is exposed to Sanguinary Disease. \n'b' Diseased Wake (Recharge 5-6) . The raptor flies up to its fly speed, coating the area beneath it with deadly spores. Any space the raptor enters during this movement, as well spaces up to 15 feet directly below it, are filled with spores. The spores last for 1 minute. The area is lightly obscured for creatures except for fungal raptors. A creature that starts its turn in the area or enters it for the first time on a turn is exposed to Sanguinary Disease. \n'b'\n'b' ABOUT \n'b' To the untrained eye, a fungal raptor initially appears to be a disease-ridden avian skeleton. In fact, however, this unsightly creature is a naturally occurring airborne fungus that grows in the shape of a bird of prey. \n'b' Somehow, fungal raptors have gained enough intelligence to imitate the forms of their namesake flying predators. Packs of fungal raptors hunt dark forests and damp swamps, using their diseased wings to drive prey deeper into their territory by creating a maze of pestilence. Once a target is thoroughly disoriented and lost, the fungal raptors ambush their prey, infect their victim with a unique blood-devouring disease, and then retreat into the trees where they wait for their helpless victims to succumb to exsanguination. Like true carrion feeders, fungal raptors never eat live prey, but even more importantly, fresh blood itself is harmful to fungal raptors-a fact desperate defenders might try to use to their advantage. \n'b' Like most fungi, fungal raptors blossom and grow in dank, dimly lit areas such as dungeons, grottos, and ruins, making them a common threat to spelunkers and treasure-hunting adventurers. In addition, territorial druids sometimes purposefully cultivate fungal raptors to protect their primal demesnes. \n'b' On the outskirts of Purgatory, sometimes confused or stubborn spirits wander away, avoiding judgment and refusing to pass on to the afterlife. In these cases, psychopomps called fylakas are charged with tracking down these runaway souls and bringing them back to face judgment. \n'b' Though their ability to sense alive and undead creatures is not as precise as other psychopomps, fylakas can sniff out souls from incredible distances, and they are relentless in their pursuits. The mere sight of one of these skull-faced bloodhounds is often enough to motivate a wandering soul to fall back in line and, in this way, fylakas keep the flow of souls moving through purgatory both steady and orderly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Black Witches\xe2\x80\x99 Butter \n'b' Family: Fungi \n'b' Small plant , neutral \n'b' Armor Class 11 (natural armor) Hit Points 6 (1d8+1) Speed 5 ft.\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 1 (\xe2\x80\x935) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 1 (\xe2\x80\x935) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft. Languages none Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Black Ichor . A patch of Black witches\xe2\x80\x99 butter has blindsight for a range of 10 feet, and explodes a black corrosive ichor at a single target if it detects movement. A creature struck by the ichor takes 6 (1d10) acid damage. If they are unarmored they take 7 (1d12) acid damage instead. A creature may try to avoid some of the spray by making a successful DC 10 Dexterity saving throw. If they succeed they take half damage from the attack. \n'b'\n'b' ABOUT \n'b' Black witches\xe2\x80\x99 butter are a subterranean jelly fungus. \n'b' The fungus lies in wait along a wall or ceiling until it senses prey. Upon sensing movement within 10 feet, the fungus explodes a black corrosive ichor at a single target. It will then slowly move over and consume its prey. \n'b' The corrosive ichor dissolves both flesh, leather, and metal. Sages say large and huge specimens of this jelly fungi have been known to exist.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brain Fungus \n'b' Family: Fungi \n'b' Medium plant , neutral \n'b' Armor Class 12 Hit Points 9 (2d8) Speed 5 ft.\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 1 (\xe2\x80\x935) CON: 10 (+0) INT: 1 (\xe2\x80\x935) WIS: 16 (+3) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , frightened Senses blindsight 40 ft., passive Perception 10 Languages none Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The brain fungus\xe2\x80\x99 innate spellcasting ability is Wisdom (spell save DC 13). When it senses movement with 40 feet it releases psilocybin spores into the air. These spores function as mindcontrolling spell effects. The Brain Fungus innately casts the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : color spray , dancing lights , hypnotic pattern , blur , minor illusion , fear , suggestion , amnesia, hold person , and confusion (1d4 targets). \n'b'\n'b' ABOUT \n'b' The brain fungus, also known as the magic mushroom, is a similar size to a shrieker. However, unlike the shrieker, the magic mushroom has a pink brain-like head atop a thick white stalk instead of a mushroom cap. \n'b' The brain fungus possesses no melee attacks . Instead, when it senses movement with 40 feet it releases psilocybin spores into the air. These spores function as mind-controlling spell effects. \n'b' Given they have no melee attacks , magic mushrooms rely on symbiosis with other species of fungus for defense.\xc2\xa0There is a 1-4 on d6 chance one of the following will be within 10 feet of a brain fungus: violet fungi, faze fungus, shrieker, icterine fungi, or phycomids.\xc2\xa0The brain fungus, in combination with its spell-like effects and fungal symbiosis, survives by slowly moving over its victims and decomposing their organic remains.\xc2\xa0The brain fungus has an effective intelligence of 16 and will use terrain and adjacent funguses to full advantage.\xc2\xa0The magic mushroom will, for example, position behind a rocky outcropping, to shield itself from sight and ranged attacks , while using its powers of deception to lure prey into a trap or kill zone.\xc2\xa0Harvesting the brain ichor of a magic mushroom can provide the key ingredients for the creation of 1d3 of the following random potions: \n'b' Brain Matter: Random Potion \n'b'\n'b' d6 \n'b' Potion \n'b'\n'b' 1 \n'b' Animal control \n'b'\n'b' 2 \n'b' Delusion \n'b'\n'b' 3 \n'b' Giant control \n'b'\n'b' 4 \n'b' Human control \n'b'\n'b' 5 \n'b' Philter of love \n'b'\n'b' 6 \n'b' Plant control'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Circle of Lunar Witnesses \n'b' Large swarm of Small aberrations , chaotic evil \n'b' Armor Class 16 (psionic shield) \n'b' Hit Points 105 (14d10 + 28) \n'b' Speed 40 ft., fly 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 18 (+4) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +4 \n'b' Damage Resistances bludgeoning, piercing, psychic, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11 \n'b' Languages Celestial, telepathy 120 ft. \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Feast on Emotions . A creature charmed by the circle has disadvantage on all saving throws against the circle\xe2\x80\x99s spells and effects. \n'b' Psionic Shield . While the circle is wearing no armor and wielding shield, its AC includes its Intelligence modifier. \n'b' Spider Climb . The circle can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Swarm . The circle can occupy another creature\xe2\x80\x99s space and vice versa, and the circle can move through any opening large enough for a Small lunar witness. The circle can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The circle makes two Pincer attacks. \n'b' Pincer . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Psionic Blast (Recharge 4-6) . The circle targets a creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw, taking 28 (8d6) psychic damage and being stunned until the start of the circle\xe2\x80\x99s next turn on a failed save. On a successful save, it takes half as much damage and isn\xe2\x80\x99t stunned . \n'b' Spellcasting (Psionics) . The circle casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): \n'b'\n'b' At will : minor illusion , prestidigitation \n'b' 2/day each : disguise self , fear , hallucinatory terrain (as an action), invisibility (self only), major image \n'b' 1/day : plane shift (self only) \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cataclysm (Recharge 5-6) . The circle targets up to four creatures it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by the circle until the circle dies or is on another plane. For the duration, the charmed creature is under the effect of the suggestion spell, believing a natural disaster is occurring and seeks shelter. The charmed creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. \n'b' Fight for Life . The circle targets up to four creatures charmed by it that it can see within 60 feet of itself. The target must succeed on a DC 15 Wisdom saving throw or use its reaction to attack the closest creature within its movement range. \n'b'\n'b' TACTICS \n'b' Lunar witnesses do not plan. Rather, they pick a Humanoid settlement or traveling group at random. The Aberrations can appear anywhere on the Material Plane. \n'b' ABOUT \n'b' A lunar witness never hunts alone. They swarm areas surrounding their targets and often form close groups. \n'b' Known as a circle, the group boosts its members\xe2\x80\x99 psionic capabilities. Lunar witnesses that work together are more likely to have truly fruitful hunts. \n'b' Folk tales speak about peculiar creatures that live on the moon\xe2\x80\x99s surface. Half-crustacean and half- bat , they are believed to descend from the night sky, heralding natural disasters upon the land. Once people spot them, whole communities start gathering supplies and preparing for the worst to come. Called lunar witnesses, these Aberrations are the only true calamity that awaits these fearful people. \n'b' Thanks to their psionic powers, lunar witnesses can cause entire towns to believe a natural disaster is imminent. \n'b' People affected by the lunar witnesses\xe2\x80\x99 powers gather together and hide in cellars to avoid imaginary tornadoes, or they crowd in elevated keeps to stay safe from a nonexistent deluge. Then, Lunar witnesses begin to psionically harvest their trapped prey. With nowhere to run, people turn violent against each other, believing friends and family to be cultists of evil gods or elemental lords that caused the disaster. \n'b' The few survivors who emerge from the bloodshed walk out of their shelters, lured by lunar witnesses. They imagine arriving rescue parties only to be picked off by the monsters circling above them. With no resistance remaining, the creatures proceed to devour the remaining bodies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal Lord, Queen of Birds \n'b' Family: Animal Lords \n'b' Brightly-colored wings shimmer in the sunlight as the tall woman folds them against her body. Her piercing, jewel?tone eyes glare down her long nose at those unfortunate enough to be bound to the land, her spear crackling with lightning. \n'b' Large fey (shapechanger), chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 161 (17d10 + 68) Speed 40 ft., fly 90 ft.\n'b' STATS STR: 17 (+3) DEX: 22 (+6) CON: 19 (+4) INT: 18 (+4) WIS: 22 (+6) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Wisdom +11, Charisma +10 Skills Acrobatics +11, Athletics +8, History +9, Perception +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, thunder Condition Immunities charmed , frightened , grappled , incapacitated, restrained , stunned Senses truesight 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Bird Passivism . No bird or ravenfolk can willingly attack the Queen. They can be forced to do so through magical means. \n'b' Flyby . The Queen of Birds doesn\xe2\x80\x99t provoke an opportunity attack when she flies out of an enemy\xe2\x80\x99s reach. \n'b' Legendary Resistance (2/day) . If the Queen of Birds fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The Queen of Birds has advantage on saving throws against spells and other magical effects. \n'b' Rejuvenation . If she dies, the Queen of Birds\xe2\x80\x99 soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bird on the Material Plane which becomes the Queen of Birds with all of the hp and abilities thereof. Only killing every bird on the Material Plane will prevent this trait from functioning. \n'b' Shapechanger . The Queen of Birds can use her action to polymorph into a Large jewel-toned eagle, a Medium long?haired elven woman, or back into her true Large, winged humanoid form. Her statistics, other than her size, are the same in each form with the exception that only her true and eagle forms retain her flying speed. Any equipment she is wearing or carrying transforms with her. \n'b' Speak with Birds . The Queen of Birds can communicate with birds as if they shared a language. \n'b' Storm Strike Weapons . The Queen of Birds\xe2\x80\x99 weapon attacks are magical. When she hits with a weapon attack , the attack deals an extra 2d8 damage of her choice of lightning or thunder damage (included in the attack ). \n'b' Innate Spellcasting . The Queen of Bird\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring only verbal components:\n'b'\n'b' At will : dispel magic , gust of wind , spiritual weapon \n'b' 3/day each : chain lightning , counterspell \n'b' 1/day : control weather \n'b'\n'b' Actions \n'b' Multiattack . In eagle or humanoid form, the Queen of Birds makes two attacks. In her true form, she makes three attacks: oOne with her talons and two with her spear. \n'b' Storm Spear (Humanoid or True Form Only) . Melee or Ranged Weapon Attack : +11 to hit, reach 5 ft. or range 100/300 ft., one target. Hit : 13 (2d6 + 6) piercing damage plus 9 (2d8) lightning or thunder damage, or 15 (2d8 + 6) piercing damage plus 9 (2d8) lightning or thunder damage if used with two hands to make a melee attack . If the Queen of Birds throws her storm spear, it magically reforms in her hand immediately after the attack . \n'b' Talons (Eagle or True Form Only) . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (2d4 + 6) slashing damage plus 9 (2d8) lightning or thunder damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained , the Queen of Birds can automatically hit the target with her talons, and she can\xe2\x80\x99t make talons attacks against other targets. When the Queen of Birds moves, any Medium or smaller target she is grappling moves with her. \n'b' Reactions \n'b' Parry . The Queen of Birds adds 5 to her AC against one melee weapon attack that would hit her. To do so, the Queen of Birds must see the attacker and be wielding a melee weapon. \n'b' Legendary Actions \n'b' The Queen of Birds can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Queen of Birds regains spent legendary actions at the start of her turn. \n'b' Soar (Eagle or True Form Only) . The Queen of Birds flies up to her flying speed. \n'b' Storm Spear (Humanoid or True Form Only) . The Queen of Birds makes a storm spear attack . \n'b' Swooping Death (Costs 2 Actions; Eagle or True Form Only) . The Queen of Birds makes an attack with her talons. If the attack hits, she can fly up to half her flying speed. \n'b' The Queen of Birds\xe2\x80\x99 Lair \n'b' The Queen of Birds\xe2\x80\x99 lair is a strange sight. A thin stone spire only three feet wide rises from the ground to 500 feet in the air. Impossibly perched atop this spire is a palace with lush gardens, terraces, and open galleries. The Queen holds court in the palace Haval, surrounded by birds of all varieties and bird-like fey and humanoids such as ravenfolk. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Queen of Birds takes a lair action to cause one of the following effects; she can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' The Queen of Birds sounds a piercing cry. She summons 4 giant eagles or 16 bloodhawks in unoccupied spaces she can see within 120 feet. The creatures act immediately and on initiative count 20 in subsequent rounds. The creatures follow the Queen\xe2\x80\x99s commands and remain for 1 hour or until the Queen uses this lair action again. \n'b' The Queen of Birds summons a 20-foot-radius sphere of brightly-colored songbirds centered on a point she can see within 120 feet. Each creature other than the Queen of Birds in the sphere when it appears or that ends its turn in the sphere must succeed on a DC 15 Constitution saving throw or lose concentration and spend its action that turn fending off the birds. Creatures within the area are deafened . The birds last until initiative count 20 on the following round. \n'b' Two 5-foot-radius, 30-foot-tall cylinders of swirling air magically form on points the Queen of Birds can see within 120 feet. Each creature other than the Queen in a whirlwind when it appears or that ends its turn in a whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. The whirlwinds last for 1 minute or until the Queen uses this lair action again. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. \n'b' Regional Effects \n'b' The region containing a legendary Queen of Birds\xe2\x80\x99 lair is warped by the Queen\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b' The area within 1 mile of the lair attracts birds of all varieties. They fill the air with their songs and perch on trees and buildings. The Queen of Birds can choose to see or hear through the senses of any bird in this area and can speak through it while doing so. \n'b' The weather within 6 miles of the lair is clear with light winds unless the Queen of Birds chooses to let it follow the surrounding weather patterns. \n'b' Birds within 1 mile of the lair reflect the Queen\xe2\x80\x99s mood. When she is content, they sing happily. If she is displeased, they stare menacingly and grow eerily silent. If the Queen of Birds dies, these effects fade over the course of 1d10 days. \n'b' About \n'b' The Queen of Birds and Mistress of Wind and Sky rules the winds from her palace atop its delicate, impossibly thin spire, mistress of all she surveys. She soars on the winds that blow far above the ground, looking down on the world from on high. Warlords and rulers covet her favor and the information she gleans, while soldiers fear the thunder strike of her spear. \n'b' Words on the Wind . Birds of all sorts fly from far and wide, shifting their normal migratory patterns to visit the Queen of Birds. She adores their calls and songs but not only for their beauty. The Queen can understand the birds, and they enjoy telling her about everything they\xe2\x80\x99ve seen and heard. Through these feathered informants, the Queen learns much of what transpires for many miles around her lair. Given enough time, she can learn about events on the far side of the world. \n'b' Commanding and Proud . The Queen of Birds sees herself as above all others, literally and figuratively.\xc2\xa0Other beings with the ability to fly sometimes visit her palace in hopes to obtain her advice. Reaching the palace is the first test the Queen places before any who would seek her favor; anyone who can\xe2\x80\x99t reach her abode isn\xe2\x80\x99t worth her time. Those who do reach her home and show proper deference to her station and wisdom might earn her favor. Any who forget their place might find themselves suddenly shown out of the palace and to the several-hundred-foot plummet to the ground.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Brobdingnagian Fungi \n'b' Family: Fungi \n'b' Large plant , neutral \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d8+8) Speed 5 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , frightened Senses blindsight 40 ft., passive Perception 10 Languages none Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' MultiAttack . The brobdingnagian fungi makes 4 tendril (squeeze or stab) attacks. \n'b' Tendril Squeeze . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends the target is restrained , and the brobdingnagian fungi can\xe2\x80\x99t use this Tendril on another target. \n'b' Tendril Stab . Melee Weapon Attack : +6 to hit, reach 10 ft., one restrained target. Hit : 10 (2d6 + 3) piercing damage. This attack may only be used on a target restrained by a Tendril Squeeze. \n'b'\n'b' ABOUT \n'b' Brobdingnagian (Brob-ding-nag-ian) fungi stand between 12-16 feet tall and appear as simple oversized mushrooms. Their appearance belies their carnivorous nature. They are normally found near watering holes and lush environments where prey is plentiful. About 25% of the time the putrid stench of rotting flesh will permeate the fungi in a 20 foot radius. Sages believe they are distantly related to violet fungi. \n'b' When brobdingnagian fungi sense movement, they attack with four long tendrils released from the underside of their caps and emit a pulsating violet bioluminescence. \n'b' These giant mushrooms often attract other forms of fungi to their vicinity. There is a 10% chance of one of the following in a cluster of brobdingnagian fungi: faze fungus, basidirond, shrieker, or phycomid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Darkmantle \n'b' Family: Fungi \n'b' Small beast , unaligned \n'b' Armor Class 11 Hit Points 22 (5d6 + 5); Wound Threshold 6 Speed 10 ft., flight 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The darkmantle can\xe2\x80\x99t use its blindsight while deafened . \n'b' False Appearance . While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. \n'b'\n'b' ACTIONS \n'b'\n'b' Crush . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target\xe2\x80\x99s head, and the target is also blinded and suffocating while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle\xe2\x80\x99s speed also becomes 0, it can\xe2\x80\x99t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. \n'b' Darkness Aura (1/Day) . A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can\xe2\x80\x99t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. \n'b'\n'b' ABOUT \n'b' These creatures cling to cavern ceilings, appearing to an unwary observer to be stalactites. In reality, they are small predators of the Netherworld. Flying octopi of a sort, darkmantles lead frugal lives, mainly hunting bats, lizards, and various arthropods. Driven by hunger or tricked by the appetizing size of a halfling, they may attack parties of adventurers. One must be mindful of group attacks, when several darkmantles simultaneously swoop at their prey to blind and suffocate them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forbidden Fruit Fungus \n'b' Family: Fungi \n'b' Medium plant , neutral \n'b' Armor Class 11 (natural armor) Hit Points 11 (2d8+2) Speed 5 ft.\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 1 (\xe2\x80\x935) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 1 (\xe2\x80\x935) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Languages none Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forbidden Fruit . Those that behold must make a DC 13 Wisdom saving throw. Women make their saving throw with disadvantage. A failed save means the victim drops all in-hand items and immediately runs to the fungus, picks one of its globules, and ravenously consumes it. All those who consume the forbidden fruit must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. If they survive consuming the forbidden fruit, the victim will attempt to consume an additional fruit every 30 seconds (with successive save attempts at -1 cumulatively) unless restrained . Upon death the victim\xe2\x80\x99s body turns black and decomposes in 3 turns to nourish the fungus. \n'b'\n'b' ABOUT \n'b' This 4-foot high white mushroom grows black globule-like fruit atop its cap.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungus, Chromatic Toadstool \n'b' Family: Fungi \n'b' Large plant (fungus), unaligned \n'b' Armor Class 9 (natural armor) Hit Points 45 (6d10 + 12) Speed 5 ft.\n'b' STATS STR: 14 (+2) DEX: 1 (-5) CON: 14 (+2) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid; cold (blue only), fire (red only), lightning (yellow only), psychic (violet only), radiant (pink only) Condition Immunities blinded , deafened , frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the chromatic toadstool remains motionless, it is indistinguishable from an ordinary fungus. \n'b' Hive Mind . All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b' Variable Illumination . The chromatic toadstool glows, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. When stepped on, the chromatic toadstool glows brighter, shedding bright light for 1d4 rounds in a 10-foot radius and dim light for an additional 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chromatic toadstool makes four Chromatic Mycelium attacks. \n'b' Chromatic Mycelium . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 6 (1d8 + 2) damage. The damage type is determined by the color of the chromatic toadstool: blue (cold), red (fire), green (acid), pink (radiant), yellow (lightning), violet (psychic). \n'b'\n'b' ABOUT \n'b' This softly-glowing toadstool has a cap that is ten-feet in diameter and brightly colored. \n'b' Chromatic toadstools are plants cultivated by animated fungal colonies to act as guardians to their territory. By stepping on chromatic toadstools in a certain color order, they are harmless, but for intruders unaware of their pattern, they can be deadly. \n'b' Chromatic toadstools live in acidic swamps are immune to the corrosive effects surrounding them, which makes it very appealing for large creatures to walk across their surface. If a creature attempts to swim beneath the toadstool in the acid, or steps on the colors out of order (coded by their fungal masters, usually a queen), the toadstool unfurls mycelium from its underside, where they normally remain hidden in the gills.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungus, Eyeshroom \n'b' Family: Fungi \n'b' Large plant , neutral \n'b' Armor Class 13 (natural armor) Hit Points 60 (8d10 + 16) Speed 0 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 14 (+2) INT: 5 (-3) WIS: 15 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances bludgeoning, piercing Damage Immunities acid, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 14 Languages Mycene Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hive Mind . All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b' Keen Sight . The eyeshroom has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' False Appearance . While the eyeshroom remains motionless, it is indistinguishable from a very large fungus. \n'b'\n'b' ACTIONS \n'b'\n'b' Corrosive Gaze . The eyeshroom focuses on one target it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) acid damage. \n'b'\n'b' ABOUT \n'b' This green fungal growth has a giant eye in its stem. \n'b' Like shriekshrooms, eyeshrooms act as sentinels and guardians for mycene lands. The two are often grouped together to act as eyes and ears for potential invading forces. \n'b' Eyeshrooms are not helpless and can defend themselves with their Rotting Gaze attack. That said, their inability to avoid conflict makes them more a nuisance than anything else.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungus, Giant Puffball \n'b' Family: Fungi \n'b' Large plant (fungus), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 66 (7d10 + 21) Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Immunities poison, psychic Damage Vulnerabilities fire, piercing Condition Immunities blinded , deafened , frightened , paralyzed , poisoned , prone Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Proficiency Bonus +3 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . The giant puffball explodes when it drops to 0 hit points . Each creature within 20 feet of it must succeed on a DC 12 Dexterity saving throw for half of 10 (3d6) piercing damage. Creatures who take the full piercing damage must also make a DC 14 Constitution saving throw or become poisoned . While poisoned in this way, a target takes 4 (1d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Hive Mind . All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b' Overrun . The giant puffball moves up to 15 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature\xe2\x80\x99s space during this move, it makes a slam attack against that creature. If the attack hits, the target must also succeed on a DC 15 Strength saving throw or be pushed ahead of the giant puffball for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 13 (2d8 + 4) piercing damage, or 22 (4d8 + 4) piercing damage if it was already prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Aggressive . As a bonus action, the giant puffball can move up to its speed toward a hostile creature that it can see. \n'b'\n'b' ABOUT \n'b' This giant spiky fungus rolls about with a life of its own! \n'b' Giant puffballs are highly mobile and aggressive variants of puffball mold that is often found on the forest floor. Unlike that fungus, giant puffballs are mobile and intentionally spread their spores by rolling towards movement with the intent of contact (and inevitably, explosion). \n'b' A giant puffball that explodes shoots sliver-like spores in all directions. Creatures who bear the brunt of it will find the spores act like syringes, injecting even more deadly fungi into their bloodstream.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungus, Muckmaw \n'b' Family: Fungi \n'b' Large plant , unaligned \n'b' Armor Class 12 Hit Points 85 (10d10 + 30) Speed 0 ft., swim 10 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 1 (-5) WIS: 16 (+3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Damage Immunities acid Condition Immunities deafened , exhaustion , prone Senses tremorsense 60 ft., passive Perception 16 Languages \xe2\x80\x93 Proficiency Bonus +3 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The muckmaw can breathe air and water. \n'b' Grasping Tendrils . The muckmaw can have up to six tendrils at a time. Each tendril can be attacked (AC 12; 10 hit points ; immunity to acid damage). Destroying a tendril deals no damage to the muckmaw, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. \n'b' Hive Mind . All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The muckmaw makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage. The target is grappled (escape DC 15) Until this grapple ends, the target is restrained , and the muckmaw can\xe2\x80\x99t bite another target \n'b' Swallow . The muckmaw makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the muckmaw, and it takes 10 (3d6) acid damage at the start of each of the muckmaw\xe2\x80\x99s turns. The muckmaw can have only one target swallowed at a time. If the muckmaw dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' Tendril . Melee Weapon Attack : +7 to hit, reach 25 ft., one creature. Hit : The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and the muckmaw can\xe2\x80\x99t use the same tendril on another target. \n'b' Reel . The muckmaw pulls each creature grappled by it up to 10 feet straight toward it. \n'b'\n'b' ABOUT \n'b' Roiling from the muck is a mess of flailing tentacles surrounding three blue eyes and a fanged maw. \n'b' Muckmaws are worm-like creatures who burrow into the muck, rising when they detect movement on the surface of the swamps and marshes where they dwell. They keep their tentacles tightly coiled by their mouths until they surface, where they then lash out at anything that moves and attempt to draw it into their waiting jaws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungus, Muckmaw (Noble) \n'b' Family: Fungi \n'b' Medium plant (fungus), neutral \n'b' Armor Class 16 (natural armor) Hit Points 84 (13d8 + 26) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Insight +6, Nature +5, Perception +6, Persuasion +5, Stealth +4, Survival +6 Damage Resistances bludgeoning, piercing Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Mycene Proficiency Bonus +3 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hive Mind . All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b' Swamp Camouflage . The mycene has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mycene noble makes two melee attacks . \n'b' Scepter . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage plus 5 (2d4) poison damage. \n'b' Fungus Stride . Once on its turn, the mycene noble can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger. Mind Control Spores (Recharge 5\xe2\x80\x936). The mycene noble releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 14 Wisdom saving throw. On a successful save, a creature can\xe2\x80\x99t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of the mycene noble for 24 hours. While infected in this way, the creature is charmed by her and can\xe2\x80\x99t be reinfected by these spores. \n'b' Leadership (Recharge after a Short or Long Rest) . For 1 minute, the mycene noble can utter a special command or warning when-ever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the mycene noble. A creature can benefit from only one Leadership die at a time. This effect ends if the mycene noble is incapacitated . \n'b'\n'b' ABOUT \n'b' This fungal humanoid has a toadstool-like head. The original inhabitants of the most fetid part of the swamp, they live a happy life in the quiet decay and bubbling pools. They are normally a peaceful people but will not hesitate to defend their land when threatened. \n'b' Although mycene have mouths they do not have vocal chords and cannot communicate verbally. Instead, they communicate with flashing lights and scents. \n'b' Most mycenes are non-violent but are capable of defending themselves if need be. Their resistance to acid and poison makes them adept as using the region\xe2\x80\x99s most dangerous features to their advantage. \n'b' Mycene nobles are often styled as Kings or Queens. They grow as buds off of royal fungi plants and emerge fully-formed to lead their people.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aboleth Manipulator \n'b' Family: Aboleth \n'b'\n'b' Huge aberration , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 207 (18d12+90) Speed 10 ft., swim 50ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 21 (+5) WIS: 19 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +8, Cha +9 Skills Arcane +13 Tools Alchemist supplies +13 Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Deep Speech, Draconic, Undercommon Challenge 10 (5,900 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The manipulator can breathe air and water. \n'b' Spellcasting . The manipulator is a 14th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with attacks). The manipulator may cast detect thoughts at will and has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , mending , minor illusion , prestidigitation \n'b' 1st level (4 slots) : charm person , detect magic , identify , thunderwave \n'b' 2nd level (3 slots) : blindness/deafness , hold person , mirror image , ray of enfeeblement \n'b' 3rd level (3 slots) : animate dead , counterspell, major image \n'b' 4th level (3 slots) : black tentacles , control water , greater invisibility \n'b' 5th level (2 slots) : conjure elemental , hold monster , telekinesis \n'b' 6th level (1 slot) : chain lightning , create undead \n'b' 7th level (1 slot) : forcecage \n'b'\n'b' Mucous Cloud . While underwater, the manipulator is surrounded by transformative mucus. A creature that touches the manipulator or that hits it with a melee attack while within 5 feet of it must make a DC 17 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. \n'b' Split Mind . Whenever the manipulator takes the Attack action, it may cast a cantrip or spell in place of attacking with its blades. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A manipulator can make four attacks: two with its tentacles and two with its blades. \n'b' Blades . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 14 (2d8+5) slashing damage. Blade attacks are considered magical. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or become diseased. The disease takes effect 1 minute after the failed save and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or other disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 7 (1d12) acid damage at the end of every 10 minutes unless moisture is applied to the skin. \n'b' Enslave (3/Day) . The manipulator targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed until the manipulator dies or until the manipulator is on a different plane of existence from the target. The charmed target is under the manipulator\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the manipulator and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 7 days, the target can also repeat the saving throw when it is at least 1 mile away from the manipulator. \n'b'\n'b' ABOUT \n'b' Manipulator aboleth are specially bred to grow four nearly humanoid arms, allowing fine manipulation of objects without resorting to clumsy slaves. They produce magical items and research in laboratories deep within aboleth cities, churning out arcane artifacts that their brethren can use. They are even more arrogant than a typical aboleth, if such a thing is possible. \n'b' Manipulator aboleth are utterly ruthless in combat, as they are unwilling to risk extended battle. Unprepared foes rapidly fall to their mind-bending magic, and those that resist are torn and battered by their multitude of physical attacks. \n'b' These aboleth quickly flee from any foe that proves to be too deadly to combat directly. \n'b' Magical research is the lifeblood of manipulator aboleth, and they will go to great lengths to procure ancient texts and dark secrets. They may use powerful illusions to pose as a humanoid wizard or \xe2\x80\x93 more rarely \xe2\x80\x93 directly buy from humanoids, as long as the aboleth maintains a position of superiority in all such transactions. They also sponsor attacks on adventurers leaving places where such secrets are known to be lost in attempts to gain them for themselves. This creature appears to be a massive fish comprised of milky slime. It is utterly featureless until it grows a pair of thick pseudopods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Card Shark \n'b' Tiny fiend (shapechanger), chaotic evil \n'b' Armor Class 13 \n'b' Hit Points 40 (16d4) \n'b' Speed 20 ft.\n'b' STATS STR: 2 (\xe2\x80\x934) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Perception +2, Stealth +7 \n'b' Condition Immunities prone \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Abyssal, Common, telepathy 60 ft. \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The card shark can use its action to polymorph into an object that weighs 1 pound or less or back into its true form as a tiny, rectangular block of clay with a pair of minute legs and arms. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. Whenever a card shark uses this feature to aid another creature during a game of chance, the participant benefiting from the card shark\xe2\x80\x99s interference has advantage on any check made to determine the game\xe2\x80\x99s outcome. Using a card shark in this manner may require the target to succeed on a Dexterity ( Sleight of Hand ) check contested by the opponent\xe2\x80\x99s Wisdom ( Perception ) check to prevent opponents from detecting the ruse, if the opponent is aware of the card shark\xe2\x80\x99s presence. If the GM opts to recreate an actual game of chance, a card shark may instead transform into any gaming piece of the player\xe2\x80\x99s choice. \n'b' Euphoria Drain . A card shark can use an action to establish a telepathic, parasitic link between itself and any humanoid it can see within 30 feet. The target must succeed on a DC 13 Charisma saving throw to thwart the card shark\xe2\x80\x99s attempt to create the link and become immune to that card shark\xe2\x80\x99s telepathic link for the next 24 hours. When a card shark successfully establishes a telepathic link between itself and its subject, it communicates its intentions to aid the target in games of chance by visually demonstrating its shapechanger feature. Naturally, it omits any details about the price it exacts, though it must succeed on a Charisma ( Deception ) check contested by the target\xe2\x80\x99s Wisdom ( Insight ) check to allow its omission to go unnoticed. If the subject declines a card shark\xe2\x80\x99s offer of assistance after the preceding demonstration or simply ignores the card shark\xe2\x80\x99s overtures, the telepathic link is instantly severed, and the same card shark cannot attempt to establish another telepathic link with that same creature for 24 hours. A target who accepts the card shark\xe2\x80\x99s offer must voluntarily allow the card shark to absorb a drop of its sweat or any other appropriate bodily fluid that the creature secretes when excited, nervous, or aroused. This act establishes a parasitic link between the pair. A card shark cannot have more than one parasitic link in effect at any time. If a card shark establishes a parasitic link with a new subject, the previous parasitic link immediately ceases and is replaced by the new parasitic link. On the other hand, the host cannot voluntarily sever the parasitic link without a struggle. Each day at dawn, the creature can attempt to sever the parasitic link by succeeding on a Charisma saving throw. The DC starts at 13 and increases by +1 for each day since the card shark established the parasitic link. A humanoid parasitically linked to the card shark must succeed on a DC 13 Charisma saving throw or take 7 (2d6) psychic damage each time a card shark transforms into a specific object to win a game of chance for the target. A creature who succeeds on the preceding saving throw takes half as much damage. The card shark regains a number of hit points equal to the psychic damage dealt. A creature parasitically linked to the card shark cannot target that particular card shark with an attack or harmful spell. However, it can affect the fiend with area effects. When a card shark takes damage, the parasitically linked creature also suffers damage equal to the damage dealt to the card shark, regardless of its source. When a parasitically linked creature is reduced to 0 hit points , the card shark can attempt to take over the creature\xe2\x80\x99s body as though by a magic jar spell with the exception that the card shark\xe2\x80\x99s transfers its hit points to the new body. The target creature makes a DC 13 Charisma saving throw. On a failure, the subject and the card shark switch places. The card shark\xe2\x80\x99s former body becomes a lifeless receptacle that houses the victim\xe2\x80\x99s soul. A card shark can use an action to return to its true form, which immediately ends the magic jar effect. False Appearance (object form only). While the card shark remains motionless, it is indistinguishable from an ordinary object. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b' Suicide Kings (recharge 5\xe2\x80\x936) . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target, Hit: Draw a card from a deck of standard playing cards. Any creature struck by the card takes an amount of damage equal to the card\xe2\x80\x99s value. Treat an ace as 1 point and any face card (jack, queen or king) as 10. If the card\xe2\x80\x99s suit is diamonds or hearts, the attack deals an extra 7 (2d6) fire damage. If the card\xe2\x80\x99s suit is clubs or spades, the attack deals an extra 7 (2d6) necrotic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cirvaqua \n'b' Medium elemental , unaligned \n'b' Armor Class 14 (bronze plating) Hit Points 25 (3d8 + 12) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 9 (\xe2\x80\x931) WIS: 10 (+0) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +6 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan, Common Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Freeze . If the cirvaqua takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \n'b' Liquid Spray . A creature that hits the cirvaqua with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or become blinded until the end of the turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cirvaqua makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) bludgeoning damage and 4 (1d8) fire damage. \n'b' Drown (Recharge 4-6) . The cirvaqua attempts to latch itself onto a Medium or smaller creature within 5 feet of it that has a head. The target must succeed on a DC 13 Strength saving throw or the cirvaqua attaches to the target\xe2\x80\x99s head and pulls itself into the target\xe2\x80\x99s space, taking the shape of an armored sphere around the target. While attached, the cirvaqua moves with the target, it gains a +4 bonus to AC, and it can\xe2\x80\x99t take actions . The attached target is blinded , is unable to breathe unless it can breathe water, and takes 18 (4d8) fire damage at the start of each of its turns. A creature can use its action to try to detach the cirvaqua and force it to move into the nearest unoccupied space, doing so with a successful DC 132 Strength check. On its turn, the cirvaqua can detach itself from the target by using 5 feet of movement. When it dies, the cirvaqua detaches from any creature it is attached to. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Underwater Illusion . If the cirvaqua is fully submerged in water, it cloaks itself in a magical illusion that makes it look like a Medium school of bronze fish. The effect ends if the cirvaqua is no longer fully submerged in water, it uses a bonus action to end it, it makes an attack or uses Drown, or it dies. A creature must take an action to visually inspect the illusion and succeed on a DC 132 Intelligence ( Investigation ) check to discern that the cirvaqua is disguised. The \xe2\x80\x9cchildren\xe2\x80\x9d of Thalla and Yusuff, these magically-forged elemental beings take the form of dwarven creatures. While they obey their father\xe2\x80\x99s wishes, their consciousness is partially connected with Queen Thalla and they are under her total control. They travel up and down the city\xe2\x80\x99s waterfalls, becoming one with the rushing waters themselves, during which time they\xe2\x80\x99re completely invisible . \n'b' Watery Form . A cirvaqua is made entirely of water, but they wear pieces of armor for additional protection. A cirvaqua can use illusory magic to become one with the water, disguising itself to look like a school of fish, allowing it to seamlessly blend into its environment. \n'b' Geyser-Born . Cirvaquas bear a connection to the geyser and the Plane of Fire. Whenever they wish so, a cirvaqua can dramatically increase its body temperature to a near-boiling point.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungus, Shrieker \n'b' Family: Fungi \n'b' Medium plant , unaligned \n'b' Armor Class 5 Hit Points 13 (3d8); Wound Threshold 4 Speed 0 m\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 10 (+0) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the shrieker remains motionless, it is indistinguishable from a same-sized ordinary fungus (common in the Netherworld and some environments). \n'b'\n'b' REACTIONS \n'b'\n'b' Shriek . When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker\xe2\x80\x99s turns afterward. If the leader wishes to make shriekers more potent obstacles, they can use the following option: Any creature hearing a shrieker\xe2\x80\x99s Shriek within 30 feet of it must succeed on a DC 10 Constitution saving throw or be deafened . This condition lasts until the creature takes a short rest. \n'b'\n'b' ABOUT \n'b' Fungi favor humid environments and don\xe2\x80\x99t require sunlight to grow. Thus, they can be encountered on the surface as well as in the Netherworld. \n'b' SPECIAL OPTION \n'b' Shriekers and violet fungi, in particular, imitate other fungi and mushrooms in their environments. By using this option, it is possible to tell them apart with a DC 20 Intelligence ( Nature ) check. Most of the challenge lies in recognizing these creatures further than 30 feet away to avoid them sounding the alarm, in case there\xe2\x80\x99s a shrieker. \n'b' Fungus, Shrieker \n'b' Shriekers are human-sized fungi. In locations where fungi are numerous, they can go unseen except by the most vigilant observers. Their main feature, which earned them their name, is to make sound as soon as a creature comes within 30 feet. \n'b' Shrieker Farming \n'b' Shriekers can only shriek once their sporocarp has grown, and it completely silent while still in the form of mycelium. At this stage, it\xe2\x80\x99s possible to move it and plant it at a chosen location; a DC 15 Intelligence ( Nature ) check is required to correctly handle the mycelium and plant the shrieker into a fertile substrate.\xc2\xa0It\xe2\x80\x99s common for people of the Netherworld (and elsewhere!) to adorn the surroundings of their lands with shriekers, to be notified of any trespassers. \n'b' SPECIAL OPTION \n'b' Shriekers release a large variety of sounds. By using this option, some shriekers sound the alarm in ways other than a deafening cry. They might do so with a subtly scented cloud of spores, or by using infrasound waves that only specific other creatures are capable of hearing.\xc2\xa0Therefore, intruders might have no idea their arrival has been already announced. \n'b' Sneaking Past .\xc2\xa0Shriekers are sensitive to sound. Therefore, some harmonies can preemptively appease them. Each shrieker subspecies is susceptible to being pacified by specific sounds and melodies. Some shriekers only respond to infrasounds, whether produced by specially designed whistles or chants in Sylvan. The \xe2\x80\x9csound key\xe2\x80\x9d of a shrieker species is a well guarded secret for those using it, and properly replicating it could require a DC 15 Charisma check (appropriate musical instrument, Performance ) at the leader\xe2\x80\x99s discretion. A neutralized shrieker is inactive for 1 hour.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abyssal Larva \n'b' Medium fiend , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 39 (6d8 + 12) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Damage Resistances acid, cold, fire Damage Immunities psychic Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 12 Languages Abyssal Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Tortured Mind . The mind of an Abyssal larva cannot be read. If a creature attempts to read an Abyssal larva\xe2\x80\x99s mind, it takes 7 (2d6) psychic damage and must succeed on a DC 12 Wisdom saving throw. On a failed saving throw, the creature is poisoned for 1 minute. While poisoned , the creature cannot take reactions and uses their action to Dash in a random direction, even if that leads them into dangerous areas. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) piercing damage plus 5 (2d4) acid damage. \n'b' Maggot Spray . Ranged Spell Attack : +3 to hit, range 10 ft., one target. Hit : 1 poison damage and the target must succeed a DC 12 Dexterity saving throw or be poisoned for 1 minute. A poisoned creature can make a DC 12 Constitution saving throw at the end of each of its turns, ending the poisoned effect on a success. \n'b' About \n'b' This creature looks like a puffy and bloated human-sized whitish-yellow maggot with purplish veins pulsating under its fleshy form. A vaguely humanoid head sits atop its body, and its facial features are twisted and distraught as if the creature was in a constant state of pain. A pair of large, downward-curving horns juts from its head, just above its sunken eyes. Its mouth is lined with filthy and sharpened fangs. \n'b' Abyssal larvae are believed to be the final form of an evil soul deemed too weak to become a demon or even the servant of a demon. Another theory suggests that the larvae are the imprisoned forms of slain demon princes and lords. Whatever their true origin, Abyssal larvae are plentiful throughout the Abyssal planes and are some of the most disgusting and loathsome creatures encountered there. \n'b' These creatures feed on anything they can consume, be it rotting carcasses, freshly slain creatures, and even waste. Consumables are first liquefied through a process requiring the Abyssal larva to regurgitate stomach acids onto its meal. As the food breaks down, the larva slurps it up and consumes it. \n'b' While loathed by the more civilized, some demons such as dretches and babaus savor the juicy flesh of these creatures and often engage in hunting expeditions across the Abyss, killing and devouring as many as they can find. \n'b' Acting as if almost mindless, Abyssal larvae attack any living creature they encounter. They have no real tactics other than swarming a foe and biting relentlessly. These creatures fight until destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal Lord, Queen of Cats \n'b' Family: Animal Lords \n'b' The taller-than-average woman steps out of the shadows, her gown whispering. Her head is that of a sleek, black cat with gleaming, green eyes. The nails on her fingers and toes are long, curved, and sharp. \n'b' Large fey (shapechanger), chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 195 (23d10 + 69) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 15 (+2) DEX: 22 (+6) CON: 17 (+3) INT: 16 (+3) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +8, Wisdom +9 Skills Acrobatics +16, Deception +10, Perception +9, Stealth +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened , incapacitated, poisoned , stunned Senses truesight 60 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Cat Passivism . No cats or weretigers can willingly attack the Queen of Cats. They can be forced to do so through magical means. \n'b' Keen Smell . The Queen of Cats has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Legendary Resistance (3/day) . If the Queen of Cats fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The Queen of Cats has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Queen of Cats\xe2\x80\x99 weapon attacks are magical. \n'b' Pounce . If the Queen of Cats moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone . \n'b' Rejuvenation . If she dies, the Queen of Cats\xe2\x80\x99 soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another cat on the Material Plane which becomes the Queen of Cats with all of the hp and abilities thereof. Only killing every cat on the Material Plane will prevent this trait from functioning. \n'b' Safe Fall . When she falls, the Queen of Cats lands on her feet and takes no damage. \n'b' Shapechanger . The Queen of Cats can use her action to polymorph into a Medium human woman, a Small cat, or back into her true Large, cat-headed humanoid form. Her statistics, other than her size, are the same in each form with the exception that only her cat and true forms retain her climbing speed. Any equipment she is wearing or carrying transforms with her. \n'b' Speak with Felines . The Queen of Cats can communicate with cats as if they shared a language. \n'b' Innate Spellcasting . The Queen of Cats\xe2\x80\x99 spellcasting ability is Charisma (spell save DC 19). The Queen can innately cast the following spells, requiring only verbal components:\n'b'\n'b' At will : dispel magic , invisibility (self only) \n'b' 3/day each : counterspell , pass without trace \n'b' 1/day : maze \n'b'\n'b' Actions \n'b' Multiattack . In human form, the Queen of Cats makes two moon strike attacks. In cat form or her true form, she makes three attacks: two with her claws or moon strike and one with her bite. \n'b' Bite (Cat or True Form Only) . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claw (Cat or True Form Only) . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage. \n'b' Moon Strike . Ranged Spell Attack : +10 to hit, range 90 ft., one target. Hit : 22 (4d10) radiant damage. The target must succeed on a DC 18 Dexterity saving throw or shed dim light in a 5-foot radius until the start of the Queen\xe2\x80\x99s next turn. As long as it glows, the target gains no benefit from being invisible, can\xe2\x80\x99t hide , and the next attack made against the target has advantage. \n'b' Legendary Actions \n'b' The Queen of Cats can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Queen of Cats regains spent legendary actions at the start of her turn. \n'b' Leap . The Queen of Cats moves up to her speed, jumping or climbing over obstacles in the way. Difficult terrain caused by urban or forested terrain features doesn\xe2\x80\x99t cost her extra movement when she leaps. \n'b' Swipe (Cat or True Form Only) . The Queen of Cats makes a claw attack . \n'b' Scurry (Costs 2 Actions) . The Queen of Cats moves up to her speed and can Hide . \n'b' The Queen of Cats\xe2\x80\x99 Lair \n'b' The Queen of Cats lives in a luxurious extra dimensional palace. The entrance to the palace is difficult to find, often hidden in alleys, sewer entrances, or normally-empty alcoves between buildings. The only constant is the doorway is always in a city. The palace itself is full of carpets and soft furniture, cushions, and many potted plants. The air smells of fragrant herbs, particularly catnip, and incense. Small platforms, steps, and walkways make the entire palace an inquisitive cat\xe2\x80\x99s paradise, and all the d\xc3\xa9cor features tassels and other dangling adornments. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Queen of Cats takes a lair action to cause one of the following effects; she can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' The Queen of Cats sounds a growling cry. She summons 4 tigers or 8 panthers in unoccupied spaces she can see. The creatures act immediately and on initiative count 20 in subsequent rounds. The creatures follow the Queen\xe2\x80\x99s commands and remain for 1 hour or until the Queen uses this lair action again. \n'b' The Queen of Cats creates an area of magical darkness in a 20-foot-radius centered on a point she can see within 120 feet. This action works like the darkness spell except it dispels light created by a 4th level or lower spell if it overlaps an area of such light. The darkness lasts until the Queen of Cats dies, or until she uses this lair action again. \n'b' The Queen of Cats creates a magical beam of moonlight in a 15-foot-radius, 30-foot-high cylinder centered on a point she can see within 120 feet. Each creature in the area becomes vulnerable to radiant damage until initiative count 20 on the following round. \n'b' Regional Effects \n'b' The region containing the Queen of Cats\xe2\x80\x99 lair is warped by her magic, which creates one or more of the following effects: \n'b' The area within 1 mile of the lair attracts hundreds of stray cats. The Queen of Cats can choose to see or hear through the senses of any cat in this area and can speak through it while doing so. \n'b' Shadows grow deeper within 1 mile of the lair. Dexterity ( Stealth ) checks have advantage within that area. The Queen of Cats can suppress this effect in any area she can see (this doesn\xe2\x80\x99t require an action). \n'b' Within 1 mile of the lair at night, no matter the weather, there is always a clear patch in the sky that reveals the moon. During any moon phase other than a new moon or lunar eclipse, this area is dimly lit by moonlight. If the Queen of Cats dies, these effects fade over the course of 1d10 days. \n'b' About \n'b' The Queen of Cats, also referred to as the Shadow Guardian, and Herald of the Moon moves, often unseen, in all walks of mortal and fey life. Her true form is that of a statuesque woman nearly 10 feet tall with the head of a black cat. She prefers to move about at night under the moon. Her wanderings take her to places where danger and unsuspecting people are likely to cross paths, and her curious nature often leads her in unexpected directions. \n'b' She carries the radiance and purity of moonlight into the dark, wielding it as a weapon as keen as her claws against her foes. \n'b' Protector in the Dark . Those who strike out in search of adventure learn quickly that the shadows and crevices of the world hide many dangers. Most people have no defense against the worst things that prowl the darkness, the things that slip into the world from the places beyond. The Queen of Cats and her followers stand in opposition to those dark influences. Through the ages, her midnight prowling in cat form, and subsequent battles with creatures from the outer darkness, have given rise to the folk tales of cats protecting their owners from evil spirits. \n'b' Diplomat and Spy . The Queen of Cats saunters through the world slipping from one stratum of society to another with grace and ease. Either as an unassuming black cat in back alleys or a woman of bearing regal enough to blend seamlessly in imperial courts, she finds forces of corruption and darkness wherever they lurk. Befitting her fluid mobility through nearly any population, she often carries word from deities or powerful beings tied to the moon. Rumor holds that she is a confidant, or possibly a lover, of the the Moonlit King. The Queen of Cats is one of the few creatures who can slip through the twisted mazes surrounding his home. If his worsening madness is any concern to her, she doesn\xe2\x80\x99t show it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungus, Shriekshroom \n'b' Family: Fungi \n'b' Large plant (shapechanger), neutral \n'b' Armor Class 13 (natural armor) Hit Points 60 (8d10 + 16) Speed 0 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 14 (+2) INT: 5 (-3) WIS: 15 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances bludgeoning, piercing Damage Immunities acid, poison Condition Immunities poisoned Senses tremorsense 60 ft., passive Perception 14 Languages Mycene Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Distress Spores . When the shriekshroom takes damage, all other fungus creatures within 240 feet of it can sense its pain. \n'b' False Appearance . While the shriekshroom remains motionless, it is indistinguishable from a very large fungus. \n'b' Hive Mind . All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b' Keen Hearing . The shriekshroom has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite (Enraged Form Only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (3d4 + 1) piercing damage plus 7 (3d4) piercing damage \n'b'\n'b' REACTIONS \n'b'\n'b' Shapechanger . When the shriekshroom takes damage, it uses it reaction action to polymorph into an enraged shriekshroom. Its statistics are the same in each form. It reverts to its placid form if it dies or after it stops shrieking. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shriek . The shriekshroom emits a shriek audible within 300 feet of it. The shriekshroom continues to shriek until the disturbance moves out of range and for 1d4 of the shriekshroom\xe2\x80\x99s turns afterward. While it\xe2\x80\x99s shrieking, all creatures within that range have disadvantage on Wisdom ( Perception ) checks that rely on hearing. \n'b'\n'b' ABOUT \n'b' This blue fungus has grumpy features on its stalk. \n'b' Shriekshrooms are an irritating but important part of mycene defenses. They are planted on the perimeter for fungal colonies as a sentry, and they react when creatures come near. For the most part, shriekshrooms are docile and will call out or hoot upon engaging with a living creature. \n'b' Things change for the worse if anyone should harm the siegeshroom. They then begin shrieking at the top of their lungs for all to hear until other mycenes intervene. They also become violent, changing color to purple and revealing a sharp maw they can use to bite. They will bite anything within reach, including other shriekshrooms and mycenes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fungus, Siegeshroom \n'b' Family: Fungi \n'b' Huge plant , neutral \n'b' Armor Class 13 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 13 (+1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +4 Damage Resistances bludgeoning, piercing Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Mycene Proficiency Bonus +4 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the siegeshroom remains motionless, it is indistinguishable from a hill covered with mushrooms. \n'b' Hive Mind . All fungi within 50 miles of are in constant communication. If one is aware of a particular danger, they all are. No fungus in a group is considered surprised unless all of them are. \n'b' Siege Monster . The siegeshroom deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The siegeshroom makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This fungal mass stalks along on long appendages roughly in the shape of arms and legs. An inner glow lights what passes for a face and several mushrooms protrude from its back. \n'b' The heavy hitters of the mycene army, siegeshrooms are called in to demolish fortifications and take on threats of comparable size. They are used sparingly as growing one takes considerable time, but when missions call for their involvement, they are brought in to assist.'}